Equip Manager

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
The Equip Manager is no longer supported.

If you would like more advanced equip management functionality consider the Core Equip Slots package.

Equip Manager

-Tsukihime

Overview

This script revises the way equipment slots are handled, as well as re-defining the built-in "equip type" system. You have full control over your equip slots and is not bound to the default slots.

Download

Script: http://db.tt/66WWsCMq

Compatibility

This script overwrites many slot-related methods.

However it appears to work with Yanfly's Ace Equip Engine so it doesn't seem too bad.

Report incompatibilities and I will see if there is a way to address them.

Equip-related event commands may not work correctly.

Usage

Instructions are in the script.

Note-tags of interest

Setup your initial equips, according to your custom equip slots, using "w" for weapon, "a" for the armor, and the database ID. Use 0 if you don't want anything in that slot.

<init_equips: w1 a2 0 0 a45 ... >Setup your equip slots, providing regular and dual-wield slots. Can provide any number of slots based on equip type ID.


Code:
<equip_slots: 0 1 2 3 4 5 6 ... ><dual_slots: 0 0 2 3 4 5 6 ... >
Your actor must be able to equip a weapon/armor type in order to actually equip something, even if the equip slot allows you to equip it (Add feature => equip weapon/equip armor)Keep in mind that "equip type" is no longer used. You must change your armor database and set all of the armors to use an appropriate "armor type".



Features

It provides the following features:

Custom equip types

Define your own equip types. "Weapon" is too generic? Create equip types that reflect what your equip slot will take.

Custom equip slots

Customize equip slots for each actor. This can be based on actor, or class, so that changing classes may result in different equip slots. You can have a limitless number of equip slots.



Equip Type Mapping

You define what an equip slot will take, using an easy and intuitive interface provided by the editor (after setting up the script). You can say an equip slot only takes "Swords" and "Katana", or you can create a slot for a "Bow" and another slot for "Arrows" and setup your database so that you have a "Bow" weapon type and an "Arrow" weapon type.



An equip slot is no longer limited to just weapons or just armors. Instead, you may mix them together! Native support for "free hands", for example:



By combining all of the above features, you have a fully customizable equip slot system for each and every actor (or class)

Extensions

The configuration may not seem intuitive, but it is designed that way to support further extensions to this script. For example, equipping an item. Further features will be added in the future, related to equip slot management.

I will need to provide extensions to the existing event commands that deal with equip slots, because they assume the default equip slot system which is incompatible with this script.

Feedback

Suggestions and comments regarding usage are welcome. Ideas also.
 
Last edited by a moderator:

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
140
Reaction score
10
First Language
English
Primarily Uses
RMVXA
Hi, I'm having a problem getting this script to run. I get a No Method error, undefined 'empty?' for nil:nilclass

This is line 179 in the unedited script, the section headed 'Dual Wield Equip Slots', where it calls your equip notetags.

It doesn't seem to matter what I do - I've changed and triple-checked the setup of my characters and the script. When I couldn't figure it out, I just copied the script into a new project and ran the game, and got the same error.

Any ideas what I'm doing wrong?
 

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
140
Reaction score
10
First Language
English
Primarily Uses
RMVXA
ok, i'm persisting with the New Project approach, purely for testing. I've note tagged my only character with <equip_slots: 0 1 2 3 4> and <dual_slots: 0 0 2 3 4>. Now when I playtest, i get an error for the same line saying:

undefined method 'empty?' for #<MatchData "<equip_slots: 0 1 2 3 4>" 1:"0 1 2 3 4">
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I am not sure when the issue was introduced but I have fixed it now.


Thanks for the report.
 

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
140
Reaction score
10
First Language
English
Primarily Uses
RMVXA
Great! Thanks. That seems to work now.

However, something that you might want to look at:

I made a char that could equip all 10 weapon types, just to test. For some reason I found that they could not equip bows. Everything else worked. So I made an 11th weapon type to try to get round it and added that weapon type to the weapon slot in the script and still couldnt equip it. The only way I could equip it was to change one of the othe weapon types to 'bow' (i'm not using all 10).

Maybe your script ignores weapon type 6? It also doesn't seem to allow for additional weapon types past 10.

Hopefully that's helpful. The script is really good and I should finally be able to do my equips how I want them!
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Can you upload a demo or something I am not sure how to set it up.
 

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
140
Reaction score
10
First Language
English
Primarily Uses
RMVXA
Set what up? I haven't looked into uploading stuff yet, and i don't really want to get into that right now.

Are you able to equip weapon type 6 or have more than 10 weapon types using the script? If yes, then its a bit weird, but not a script problem, just my game. But I can get round it by just not using weapon type 6 so its ok.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Did you set up the Etype_Map properly to support weapon types 1 through 10?


Did you add the "equip weapon" feature for all 10 types to your actor or class?
 
Last edited by a moderator:

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
140
Reaction score
10
First Language
English
Primarily Uses
RMVXA
Yes I have done that. Bow (weapon 6) was the only one it didnt work for. On any character. I added weapon 11 to the etype and the equip list and the etype list in the script and it didnt find that either.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Equip type is for creating a slot and giving the slot a name.

Etype Map specifies which weapon types and armors types can go in that slot.

The actor will need to be able to equip that weapon type in order to actually equip it. This allows you to use the same slot but filter it based on the actor's specific abilities.

Maybe you can copy paste your setup? My weapon slot looks like

Code:
Etype_Map = {      0 => { :wtypes => [1,2,3,4,5,6,7,8,9,10],             :atypes => [5,6]           },
So I can equip weapon types 1 to 10, along with the shields 5 and 6.
 
Last edited by a moderator:

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
140
Reaction score
10
First Language
English
Primarily Uses
RMVXA
ok there was a mistake in my script. even though id checked it 100 times. i was working on 2 projects at once to test it and there was a different error on each. on one i'd left out the 6th wtype, and on the other i hadn't added the 11th. I guess i was testing with the wrong one each time.

you can indeed use new wtypes too.

Conclusion: you rule, i'm an idiot.
 

Alex Magnie

Villager
Member
Joined
Apr 11, 2013
Messages
5
Reaction score
0
Primarily Uses
I am getting a script error: (script Equip Manager line 234: NoMethodError occured. undefined method 'scan' for nil:NilClass)

that is my error.

Can you help me?

Edit:Where do I place it?

Sincerely, Alex Magnie
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I would consider using this script: Core Equip Slots


The equip manager is not something I am planning to provide support for.


If there is a specific feature that you want from it you can request it.


Most of the functionality provided by this equip manager is already available in newer scripts I wrote.
 

Alex Magnie

Villager
Member
Joined
Apr 11, 2013
Messages
5
Reaction score
0
Primarily Uses
I just want to Dual Wield for now.

In what order do I post your scripts?

Edit: I tried it with and without the Core Equip Slots!

Sincerely, Alex Magnie
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
You can dual wield by adding the "dual wield" feature to your actor through the database.


It is "slot" feature.
 

Alex Magnie

Villager
Member
Joined
Apr 11, 2013
Messages
5
Reaction score
0
Primarily Uses
It wont work!

Equip Manager comes up with the above error.

Sincerely, Alex Magnie
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
As I said, equip manager is not going to be supported. Use the built-in feature or core equip slots to set up your actor's equip slots
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,981
Members
137,563
Latest member
cexojow
Top