| 
 Display some uncommon values - Mel -  08-07-2017
 
 Hey it's an issue which is troubling me for quite a time but I never had the motivation to fix it.
 Now I'm trying but I think I need some help.
 
 I'm using the following script to have HP and SP stats on Equipment.
 
 
 Code: #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Weapon/Armor HP/SP Plus by Blizzard
 # Version: 2.1b
 # Type: Weapon/Armor Attribute Alteration
 # Date: 18.8.2006
 # Date v1.01b: 12.3.2007
 # Date v2.0: 15.5.2007
 # Date v2.0b: 30.7.2007
 # Date v2.1b: 11.6.2009
 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 #
 # Compatibility:
 #
 #   95% compatible with SDK v1.x. 50% compatible with SDK v2.x. May cause
 #   slight incompatibility issues with CBS-es, but can be made compatible
 #   easily. Can cause imcompatibility issues with other weapon/armor changing
 #   scripts and custom equipments scripts.
 #
 #
 # Features:
 #
 #   - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
 #   - easy to set up
 #   - does NOT change any rxdata files
 #   - this script comes UNDER SDK SCRIPTS if you use any
 #
 # new in v2.0:
 #   - completely overworked and changed code for better compatibility
 #
 # new in v2.0b:
 #   - fixed a bug that appeared because of a typing mistake
 #
 # new in v2.1b:
 #   - improve coding
 #
 #
 # Instructions:
 #
 # - Explanation:
 #
 #   This script will add the option for Weapons/Armors to have HP/SP pluses
 #   while equipped just like the usual STR, DEX, INT etc. pluses.
 #
 # - Configuration
 #
 #   Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
 #   following template to configure your database:
 #
 #     when ID then return [EXPR, VAL]
 #
 #   ID   - Weapon/Armor ID in the normal database
 #   EXPR - set to false if you want "static" increasement or true if you want
 #          "dynamic" increasement
 #   VAL  - if you use static increasement, set this value to any integer you
 #          want (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set
 #          it to any decimal value of the final HP/SP (i.e. 1.2 = 20% more,
 #          2.3 = 130% more, 0.7 = 30% less)
 #
 #   VAL can be a signed integer (static increasement) OR a decimal number
 #   greater than 0 (dynamic increasement). Change MAX_HP and MAX_SP to
 #   different values if you use another max HP and/or max SP limit than 9999.
 #
 #
 # Side Note:
 #
 #   It took more to write the instructions than to write and test script
 #   itself.
 #
 #
 # If you find any bugs, please report them here:
 # http://forum.chaos-project.com
 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
 MAX_HP = 999999999 # change if needed, 9999 is standard
 MAX_SP = 999999999 # change if needed, 9999 is standard
 
 #==============================================================================
 # module BlizzCFG
 #==============================================================================
 
 module BlizzCFG
 
 def self.weapon_hp_plus(id)
 case id
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # START Weapon HP plus Configuration
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 when 1 then return  [false, 100]     # Test
 
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # END Weapon SP plus Configuration
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 else
 return [false, 16]
 end
 end
 
 def self.armor_hp_plus(id)
 case id
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # START Armor HP plus Configuration
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 when 1 then return [false, 843]          # Test
 
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # END Armor HP plus Configuration
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 else
 return [false, 28]
 end
 end
 
 def self.armor_sp_plus(id)
 case id
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # START Armor SP plus Configuration
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 when 1 then return [false, 843]              # Test
 
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # END Armor SP plus Configuration
 #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 else
 return [false, 16]
 end
 end
 
 end
 
 #==============================================================================
 # Game_Battler
 #==============================================================================
 
 class Game_Battler
 
 alias maxsp_hpsp_add_on_later maxsp
 def maxsp
 val = [MAX_SP, maxsp_hpsp_add_on_later].min
 @sp = val if @sp > val
 return val
 end
 
 end
 
 #==============================================================================
 # Game_Actor
 #==============================================================================
 
 class Game_Actor
 
 alias maxhp_hpsp_add_on_later maxhp
 def maxhp
 #    return maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
 val = [MAX_HP, maxhp_hpsp_add_on_later].min
 @hp = val if @hp > val
 return val
 end
 
 alias base_maxhp_hpsp_add_on_later base_maxhp
 def base_maxhp
 #    return base_maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
 plus, multi = 0, 1.0
 self.equipments.each{|equip|
 if equip.is_a?(RPG::Weapon)
 result = BlizzCFG.weapon_hp_plus(equip.id)
 result[0] ? (multi *= result[1]) : (plus += result[1])
 else
 result = BlizzCFG.armor_hp_plus(equip.id)
 result[0] ? (multi *= result[1]) : (plus += result[1])
 end
 }
 return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
 end
 
 alias base_maxsp_hpsp_add_on_later base_maxsp
 def base_maxsp
 #    return base_maxsp_hpsp_add_on_later unless $game_system.HPSPPLUS
 plus, multi = 0, 1.0
 self.equipments.each{|equip|
 if equip.is_a?(RPG::Weapon)
 result = BlizzCFG.weapon_sp_plus(equip.id)
 result[0] ? (multi *= result[1]) : (plus += result[1])
 else
 result = BlizzCFG.armor_sp_plus(equip.id)
 result[0] ? (multi *= result[1]) : (plus += result[1])
 end
 }
 return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
 end
 
 end
And now I want to show these HP/SP + values in another window which displays stats from Equipment.
 Is ist even possible at all?
 
 
 RE: Display some uncommon values - kyonides -  08-08-2017
 
 Creating a Constant like MAX_HP in Object class?! How daring! Windows and Sprites or Game_Map don't really need it at all.
 
 So far what it only does is to calculate these sort of extended maxhp and maxsp and their base values so it would appear as such on any window that already includes them in their list of actor's stats. What's the actual equipment window script you're using and need these to be implemented there?
 
 
 RE: Display some uncommon values - Mel -  08-08-2017
 
 It's this one
 
 
 Code: class Window_ItemDetailView < Window_Base
 # ---------------------------------------------------------
 # Script v1.1
 # by jackatrades
 #
 # Find me at http://www.dubealex.com/creation_asylum/forum/
 # if you have questions/comments.
 # ---------------------------------------------------------
 
 # Creates the window for usage.
 def initialize
 super(100, 40, 440, 400)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Calibri"
 self.contents.font.size = $fontsize
 self.contents.font.color = normal_color
 # z acts as "layer order."
 self.z += 10
 @itemdetail = []
 # ------------------------------
 # @leadingcharacters is set for the script to delete X amount of
 # characters in each line of the .rxdata
 # In this case, the first 5 characters will be deleted in each line.
 # ------------------------------
 @leadingcharacters = 5
 # Clears and resets the window everytime it is requested by Scene_Item.
 refresh2
 end
 
 def refresh2
 self.contents.font.name = "Calibri"
 self.contents.font.size = $fontsize
 self.contents.font.color = normal_color
 self.contents.clear
 end
 
 def refresh
 item_id = $currenthighlighteditem.id
 # The three huge if-then statements check the current highlighted
 # item and its property, and executes the appropriate script
 # when it is true.
 # <-----------------------------------ITEM---------------------------->
 if $currenthighlighteditem.is_a?(RPG::Item)
 item = $data_items[item_id]
 item_name = $data_items[item_id].name
 item_icon = $data_items[item_id].icon_name
 item_amount = ($game_party.item_number(item_id)).to_s
 item_price = ($data_items[item_id].price).to_s
 getitem_scope = $data_items[item_id].scope
 # The Item Scope descriptions can be edited if needed.
 if getitem_scope == 0
 getitem_scope = "No Use"
 end
 if getitem_scope == 1
 getitem_scope = "One Enemy"
 end
 if getitem_scope == 2
 getitem_scope = "All Enemies"
 end
 if getitem_scope == 3
 getitem_scope = "One Ally"
 end
 if getitem_scope == 4
 getitem_scope = "Party"
 end
 if getitem_scope == 5
 getitem_scope = "Down Ally (HP = 0)"
 end
 if getitem_scope == 6
 getitem_scope = "Down Allies (HP = 0)"
 end
 if getitem_scope == 7
 getitem_scope = "User"
 end
 # </> #
 self.contents.font.color = system_color
 self.contents.draw_text(310, 44, 100, 24, "Usage:", 2)
 self.contents.font.color = normal_color
 self.contents.draw_text(426, 44, 250, 24, getitem_scope, 0)
 end
 # <-------------------------------------------------------------------->
 
 # <-----------------------------------WEAPON---------------------------->
 if $currenthighlighteditem.is_a?(RPG::Weapon)
 
 item = $data_weapons[item_id]
 item_name = $data_weapons[item_id].name
 item_icon = $data_weapons[item_id].icon_name
 item_amount = ($game_party.weapon_number(item_id)).to_s
 item_price = ($data_weapons[item_id].price).to_s
 # Initialize p# variables.
 # These are used to display either plus sign or no sign depending on
 # the weapon's attribute bonus.
 # Negative sign originates from the value itself, so no need to check
 # them with if-then statements.
 p1 = ""
 p2 = ""
 p3 = ""
 p4 = ""
 p5 = ""
 p6 = ""
 # ---------------------------------------------------
 # Start inserting appropriate variables from database.
 # ---------------------------------------------------
 item_atk = $data_weapons[item_id].atk.to_s
 item_pdef = $data_weapons[item_id].pdef
 if item_pdef > 0
 p5 = "+"
 end
 item_pdef = item_pdef.to_s
 item_mdef = $data_weapons[item_id].mdef
 if item_mdef > 0
 p6 = "+"
 end
 item_mdef = item_mdef.to_s
 item_str = $data_weapons[item_id].str_plus
 if item_str > 0
 p1 = "+"
 end
 item_str = item_str.to_s
 item_dex = $data_weapons[item_id].dex_plus
 if item_dex > 0
 p2 = "+"
 end
 item_dex = item_dex.to_s
 item_agi = $data_weapons[item_id].agi_plus
 if item_agi > 0
 p3 = "+"
 end
 item_agi = item_agi.to_s
 item_int = $data_weapons[item_id].int_plus
 if item_int > 0
 p4 = "+"
 end
 item_int = item_int.to_s
 # Sets Elemental and Status attributes of weapon string along with
 # suffix slashes when there are two or more attributes.
 item_element = ""
 flag = false
 for i in $data_weapons[item_id].element_set
 if flag
 item_element += "/"
 end
 item_element += $data_system.elements[i]
 flag = true
 end
 # Checks whether item_element is blank. If it is, then sets it
 # to "None".
 if item_element == ""
 item_element = "None"
 end
 item_status = ""
 flag = false
 for i in $data_weapons[item_id].plus_state_set
 if flag
 item_status += "/"
 end
 item_status += $data_states[i].name
 flag = true
 end
 if item_status == ""
 item_status = "None"
 end
 # ------------------------------
 # Start drawing attribute names.
 # ------------------------------
 # x and y can be changed to easily affect other attributes.
 x = 33
 y = 66
 self.contents.font.color = system_color
 self.contents.font.size = $fontsize - 4
 self.contents.font.color = Color.new(255, 255, 0, 255)
 self.contents.draw_text(x, y, 256, 24, $data_system.words.atk)
 self.contents.font.color = system_color
 self.contents.draw_text(x, y + 28, 256, 24, $data_system.words.str)
 self.contents.draw_text(x, y + 42, 256, 24, $data_system.words.dex)
 self.contents.draw_text(x, y + 56, 256, 24, $data_system.words.agi)
 self.contents.draw_text(x, y + 70, 256, 24, $data_system.words.int)
 self.contents.draw_text(x, y + 84, 256, 24, $data_system.words.pdef)
 self.contents.draw_text(x, y + 98, 256, 24, $data_system.words.mdef)
 self.contents.draw_text(x + 170, y, 256, 24, "Elemental Attack:")
 self.contents.draw_text(x + 170, y + 42, 256, 24, "Status Attack:")
 # ------------------------------
 # Start drawing attribute values.
 # ------------------------------
 self.contents.font.color = normal_color
 self.contents.draw_text(x + 74, y, 64, 24, item_atk, 2)
 self.contents.draw_text(x + 74, y + 28, 64, 24, p1 + item_str, 2)
 self.contents.draw_text(x + 74, y + 42, 64, 24, p2 + item_dex, 2)
 self.contents.draw_text(x + 74, y + 56, 64, 24, p3 + item_agi, 2)
 self.contents.draw_text(x + 74, y + 70, 64, 24, p4 + item_int, 2)
 self.contents.draw_text(x + 74, y + 84, 64, 24, p5 + item_pdef, 2)
 self.contents.draw_text(x + 74, y + 98, 64, 24, p6 + item_mdef, 2)
 self.contents.draw_text(x + 170, y + 14, 420, 24, "   " + item_element, 0)
 self.contents.draw_text(x + 170, y + 56, 420, 24, "   " + item_status, 0)
 # Resets font size.
 self.contents.font.size = $fontsize
 end
 # <-------------------------------------------------------------------->
 
 # <-----------------------------------ARMOR---------------------------->
 if $currenthighlighteditem.is_a?(RPG::Armor)
 
 item = $data_armors[item_id]
 item_name = $data_armors[item_id].name
 item_icon = $data_armors[item_id].icon_name
 item_amount = ($game_party.armor_number(item_id)).to_s
 item_price = ($data_armors[item_id].price).to_s
 # set variables
 p1 = ""
 p2 = ""
 p3 = ""
 p4 = ""
 p5 = ""
 p6 = ""
 # Checks armor's type and inserts appropriate string.
 type = $data_armors[item_id].kind
 if type == 0
 type = "Handschuhe"
 end
 if type == 1
 type = "Helm"
 end
 if type == 2
 type = "Rüstung"
 end
 if type == 3
 type = "Stiefel"
 end
 if type == 4
 type = "Insigne"
 end
 if type == 5
 type = "Amulett"
 end
 if type == 6
 type = "Ring"
 end
 if type == 7
 type = "Schwingen"
 end
 if type == 8
 type = "Schild"
 end
 if type == 9
 type = "Accessory"
 end
 if type == 10
 type = "Accessory"
 end
 item_pdef = $data_armors[item_id].pdef
 if item_pdef > 0
 p5 = "+"
 end
 item_pdef = item_pdef.to_s
 item_mdef = $data_armors[item_id].mdef
 if item_mdef > 0
 p6 = "+"
 end
 item_mdef = item_mdef.to_s
 item_str = $data_armors[item_id].str_plus
 if item_str > 0
 p1 = "+"
 end
 item_str = item_str.to_s
 item_dex = $data_armors[item_id].dex_plus
 if item_dex > 0
 p2 = "+"
 end
 item_dex = item_dex.to_s
 item_agi = $data_armors[item_id].agi_plus
 if item_agi > 0
 p3 = "+"
 end
 item_agi = item_agi.to_s
 item_int = $data_armors[item_id].int_plus
 if item_int > 0
 p4 = "+"
 end
 item_int = item_int.to_s
 item_element = ""
 flag = false
 for i in $data_armors[item_id].guard_element_set
 if flag
 item_element += "/"
 end
 item_element += $data_system.elements[i]
 flag = true
 end
 if item_element == ""
 item_element = "None"
 end
 item_status = ""
 flag = false
 for i in $data_armors[item_id].guard_state_set
 if flag
 item_status += "/"
 end
 item_status += $data_states[i].name
 flag = true
 end
 if item_status == ""
 item_status = "None"
 end
 #draw attribute names
 self.contents.font.color = system_color
 self.contents.font.size = $fontsize - 4
 x = 33
 y = 66
 self.contents.font.color = Color.new(255, 255, 0, 255)
 self.contents.draw_text(x, y, 256, 24, "Type")
 self.contents.draw_text(x, y + 14, 256, 24, $data_system.words.pdef)
 self.contents.draw_text(x, y + 28, 256, 24, $data_system.words.mdef)
 self.contents.font.color = system_color
 self.contents.draw_text(x, y + 56, 256, 24, $data_system.words.str)
 self.contents.draw_text(x, y + 70, 256, 24, $data_system.words.dex)
 self.contents.draw_text(x, y + 84, 256, 24, $data_system.words.agi)
 self.contents.draw_text(x, y + 98, 256, 24, $data_system.words.int)
 self.contents.draw_text(x + 170, y, 256, 24, "Elemental Guard:")
 self.contents.draw_text(x + 170, y + 42, 256, 24, "Status Guard:")
 #draw attributes
 self.contents.font.color = normal_color
 self.contents.draw_text(x + 74, y, 64, 24, type, 2)
 self.contents.draw_text(x + 74, y + 14, 64, 24, p5 + item_pdef, 2)
 self.contents.draw_text(x + 74, y + 28, 64, 24, p6 + item_mdef, 2)
 self.contents.draw_text(x + 74, y + 56, 64, 24, p1 + item_str, 2)
 self.contents.draw_text(x + 74, y + 70, 64, 24, p2 + item_dex, 2)
 self.contents.draw_text(x + 74, y + 84, 64, 24, p3 + item_agi, 2)
 self.contents.draw_text(x + 74, y + 98, 64, 24, p4 + item_int, 2)
 self.contents.draw_text(x + 170, y + 14, 420, 24, "   " + item_element, 0)
 self.contents.draw_text(x + 170, y + 56, 420, 24, "   " + item_status, 0)
 self.contents.font.size = $fontsize
 
 end
 # <-------------------------------------------------------------------->
 
 # Stores item Price's string width.
 item_price_width = item_price.size * 10
 # Stores item's icon graphic.
 bitmap = RPG::Cache.icon(item_icon + ".png")
 # Draws item's icon.
 self.contents.blt(5, 8, bitmap, Rect.new(0, 0, 24, 24), 255)
 self.contents.font.color = drago_item_colors(item)
 self.contents.draw_text(33, 8, 256, 24, item_name)
 self.contents.font.color = system_color
 self.contents.draw_text(310, 8, 100, 24, "Owned No.:", 2)
 self.contents.draw_text(310, 26, 100, 24, "Value:", 2)
 self.contents.font.color = normal_color
 self.contents.draw_text(426, 8, 160, 24, item_amount, 0)
 self.contents.draw_text(426, 26, 160, 24, item_price, 0)
 # This if-then statement is pretty much unnecessary unless
 # you're using the same idea: if user's party does not
 # know the item's value and had not appraised the item,
 # then don't draw text.
 if item_price != "Unknown"
 self.contents.font.color = system_color
 self.contents.draw_text(432 + item_price_width, 26, 160, 24, $data_system.words.gold, 0)
 end
 self.contents.font.color = normal_color
 # Two lines below calls the two definitions to write the item's
 # detailed description.
 get_item_detail(item_id)
 write_item_detail(5, 223)
 end
 
 def get_item_detail(item_id)
 # descarray stores the line numbers needed to call the right
 # detail description into an array.
 descarray =
 [
 item_id * 7,
 item_id * 7 + 1,
 item_id * 7 + 2,
 item_id * 7 + 3,
 item_id * 7 + 4,
 item_id * 7 + 5,
 item_id * 7 + 6
 ]
 # The if-then statements below checks the highlighted item and use
 # the right .rxdata.
 if $currenthighlighteditem.is_a?(RPG::Item)
 f = File.open("Data/Item_Detail.rxdata")
 end
 if $currenthighlighteditem.is_a?(RPG::Weapon)
 f = File.open("Data/Weapon_Detail.rxdata")
 end
 if $currenthighlighteditem.is_a?(RPG::Armor)
 f = File.open("Data/Armor_Detail.rxdata")
 end
 # Stores _every_ line of the file into @itemdetail as an array.
 @itemdetail = f.readlines
 # Clears first seven lines for Lines 1-7 (0..6), as it will never be used.
 for i in 0..6
 @itemdetail[i] = ""
 end
 # Crops the first 6 characters in each line.
 for i in 0..6
 cropheadcharacters(descarray[i])
 end
 # Stores the cropped lines into description array.
 @description = []
 for i in 0..6
 @description[i] = @itemdetail[descarray[i]]
 end
 return
 end
 
 def cropheadcharacters(descarray)
 # Checks to see if any lines are nil. If so, then sets them
 # as blank lines after cropping.
 if @itemdetail[descarray] == nil
 @itemdetail[descarray] = "123456 "
 end
 # Crops the first (@leadingcharacters) characters in each line.
 # Default: 5.
 @itemdetail[descarray].slice!(0..@leadingcharacters)
 return
 end
 
 def write_item_detail(x, y)
 self.contents.font.color = system_color
 self.contents.draw_text(x, y - 20, 640, 32, "Description:")
 self.contents.font.color = normal_color
 self.contents.font.size = $fontsize - 2
 # Draws the first six lines in normal color.
 for i in 0..5
 self.contents.draw_text(x, y, 640, 32, @description[i])
 y += 18
 end
 # Draws the seventh line in another color.
 self.contents.font.color = Color.new(255, 255, 0, 255)
 self.contents.draw_text(x, y, 640, 32, @description[6])
 end
 end
I want to display the HP and SP values there from that other script there.
 I only need to know how to do it, everything else is doable by myself.
 
 Something like this: self.contents.draw_text(x + 74, y + 98, 64, 24, p5 + item_hp, 2)
 So I would need to save the HP values of Weapon/Armor ID "x" in item_hp
 But I'm not sure how to do it.
 
 
 RE: Display some uncommon values - kyonides -  08-08-2017
 
 Err... delete the $fontsize or $fontname or $fontface stuff, XP doesn't need it, it should be equal to nil anyway (non existing) so replace $fontsize with some constant or with any specific integer.
 
 Where it says...
 
 
 Code: if getitem_scope == 0getitem_scope = "No Use"
 end
 if getitem_scope == 1
 getitem_scope = "One Enemy"
 end
 if getitem_scope == 2
 getitem_scope = "All Enemies"
 end
 if getitem_scope == 3
 getitem_scope = "One Ally"
 end
 if getitem_scope == 4
 getitem_scope = "Party"
 end
 if getitem_scope == 5
 getitem_scope = "Down Ally (HP = 0)"
 end
 if getitem_scope == 6
 getitem_scope = "Down Allies (HP = 0)"
 end
 if getitem_scope == 7
 getitem_scope = "User"
 end
Paste this...
 
 
 Code: getitem_scope = case getitem_scopewhen 0 then "No Use"
 when 1 then "One Enemy"
 when 2 then "All Enemies"
 when 3 then "One Ally"
 when 4 then "Party"
 when 5 then "Down Ally (HP = 0)"
 when 6 then "Down Allies (HP = 0)"
 when 7 then "User"
 end
...to make it look less crappy and make it easier to add more lines in case some other scripter added custom skill or item scopes anywhere else.
 
 BlizzCFG.weapon_hp_plus(item_id)
 BlizzCFG.weapon_sp_plus(item_id)
 
 Where it says...
 
 
 Code: type = $data_armors[item_id].kindif type == 0
 type = "Handschuhe"
 end
 if type == 1
 type = "Helm"
 end
 if type == 2
 type = "Rüstung"
 end
 if type == 3
 type = "Stiefel"
 end
 if type == 4
 type = "Insigne"
 end
 if type == 5
 type = "Amulett"
 end
 if type == 6
 type = "Ring"
 end
 if type == 7
 type = "Schwingen"
 end
 if type == 8
 type = "Schild"
 end
 if type == 9
 type = "Accessory"
 end
 if type == 10
 type = "Accessory"
 end
Replace it with...
 
 
 Code: type = case $data_armors[item_id].kindwhen 0 then "Handschuhe"
 when 1 then "Helm"
 when 2 then "Rüstung"
 when 3 then "Stiefel"
 when 4 then "Insigne"
 when 5 then "Amulett"
 when 6 then "Ring"
 when 7 then "Schwingen"
 when 8 then "Schild"
 when 9 then "Accessory"
 when 10 then "Accessory"
 end
If you ever ever use mkxp to let people play your game on Linux as well, you'll thank me for making sure the case statement is compatible with Ruby 2.1 as well. Let's admit it, it's easier to read like these and saves many lines of code and multiple checks.
 
 Not much later on you'll find a perfect place to add armor stuff so paste these lines...
 
 hp_plus = 'My Custom Label: ' + BlizzCFG.armor_hp_plus(item_id).to_s
 sp_plus = BlizzCFG.armor_sp_plus(item_id).to_s
 
 ...then pick a place for new draw_text lines to make it visible, i.e.
 
 self.contents.draw_text(x + 170, y + 70, 420, 24, hp_plus, 0)
 self.contents.draw_text(x + 170, y + 90, 420, 24, sp_plus, 0)
 
 In the weapon section you would have to do the same for the pair of lonely lines I left behind that handle weapon stuff, don't forget to customize it under your own risk XP
 
 
 RE: Display some uncommon values - Mel -  08-08-2017
 
 Thank you very much for your help.
 It nearly works 100%.
 
 Only issue is that it shows the "false" and "true" statements aswell in the window.
 Like this:
 
 HP:       false100
 SP:       false50
 
 
 RE: Display some uncommon values - kyonides -  08-13-2017
 
 hp_plus = 'My Custom Label: ' + BlizzCFG.armor_hp_plus(item_id)[1].to_s
 sp_plus = BlizzCFG.armor_sp_plus(item_id)[1].to_s
 
 That should fix it for sure, but I wonder why he placed those boolean values there, not a very logical place to leave then IMNSHO.
 
 
 RE: Display some uncommon values - Mel -  08-15-2017
 
 Ok, now everything is fine.
 Thank you very much for your help.
 
 Edit: I also managed it to call the detail window from the equipment screen, so I don't have to ask for help again.^^
 
 
 
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