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BCj

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Well, I'm going through the tester demo's because I encountered a bug in my game.
And I spotted it happening in the complete scripts section as well.

What happens is as follows:
When you go to the Configuration Equip Menu and turn Window_Commands to TRUE
Then add

Code:
# Text for Description Window
    def self.user_description_text(item, contents)
      if item
        result = [
          ["$bitmap[Icons, #{item.name} - Big]", [16, 10], 255, [0, 0, "bw", "bh"]],
          ["#{item.name} - #{item.price}G",
              [104, 6], [520, 0], [255, 255, 0], ["Estrangelo Edessa", 22, true, false]],
        ]
        item.description.split(/[\r\n]+/).each_with_index { |line, i|
          result.push(["#{line}",
              [104, i * 24 + 32], [520, 0], [255, 255, 255], ["Estrangelo Edessa", 16, false, false]],
          )
        }
        return result
      else
        return []
      end
To Lunatic Equip Config

The description doesn't update on the correct time.
Here is what happens:



Basically it won't list the name/icon/description of the axe until you go to the equipment slot, then when you go back to what you've equipped it does show the info. When you exit the screen and you go to the equipment again, it again won't show info of the axe/shield, unless you select different equipment again.
If you disbale windows_commands (thus not having the option of equip/optimize/clear) it won't happen.
Anyone knows a fix?
I'd like to have my item/item name/description into the lunatic configurations, but this bug is making it hard to do so.
 

TheouAegis

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Yeah, Luna Engine is a mess. I feel sorry for people who have to deal with it
 

BCj

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Ehm, in general it works very good for VX Ace.
 
Last edited:

Roninator2

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@BCj It looks like the method init_commands is the reason.
The description window is set to the item unless the commands are true.
But it shows the description because below that on on_item_ok does it as well.
I copied the last line in init_commands to the top. In Scene_Equip
Seems to work
Ruby:
  def init_commands
    @description_window.window_item = @slot_window
    return if MenuLuna::EquipMenu::WINDOW_COMMANDS[:enable]
    @command_window.deactivate
    @slot_window.activate
    @slot_window.set_handler(:pagedown, method(:next_actor))
    @slot_window.set_handler(:pageup,   method(:prev_actor))
    @slot_window.select(0)
    @description_window.window_item = @slot_window
  end
 
Last edited:
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