07-13-2013, 04:03 AM 
	
	
	
		Personally, I would use my 'Brenda's Visual Battlers' so I could make separate weapon spritesheets... have it so the actors can switch from a sword to an axe and let it visually change or let him fight unarmed that way.
But... that's not what you wish, so I cobbled this up. This being a direct edit to the script:
Look for line 334 in mSlots (Windows) and make changes to match. These edits happen where the @equip_type is involved as it handles the 1st slot (for weapons).
	
	
	
	
	
But... that's not what you wish, so I cobbled this up. This being a direct edit to the script:
Look for line 334 in mSlots (Windows) and make changes to match. These edits happen where the @equip_type is involved as it handles the 1st slot (for weapons).
Code:
# Add blank page
    @data.push(nil) if @equip_type != 0
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    if @equip_type != 0
      for i in 0...@item_max-1
        draw_item(i)
      end
    else
      for i in 0...@item_max
        draw_item(i)
      end
    end
    if @equip_type != 0
      s = @data.size-1
      self.contents.draw_text(4, s * 32, 100, 32, MSlots::STRING_REMOVED)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
 
 
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