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.
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.
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 ... >
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:


