Tsukihime

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Hi there Hime! 


Just wanted to notify, that it seems like the YEP Item Core and this script doesn't work together anymore with the patch


error_hime_by_suziouwabami-d9hikbo.png
I am unable to reproduce the issue.


Was the item core updated?
 

Andar

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@Tsukihime: Your equip script for Ace had dynamic equip slots (functions to add or remove slots from the actor).


Any plans to provide this function for MV as well?
 

Tsukihime

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@Tsukihime: Your equip script for Ace had dynamic equip slots (functions to add or remove slots from the actor).


Any plans to provide this function for MV as well?
Yes.


In Ace, there was support for adding/remove slots using events, but I am currently exploring the possibility of having equips themselves dynamically add/remove slots depending on what slots the equip supports.


For example, when you equip a bow, you automatically gain an "arrows" slot.
 
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Wehtam

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I'm trying to use your plugin but I can't get an item to start being equipped.  This is what I've tried... I know this is probably crazy easy to fix and I'm missing something:

<equip slot: Weapon>Short Staff

<equip slot: Head>

<equip slot: Body>

<equip slot: Back>

<equip slot: Hands>

<equip slot: Ring>

<equip slot: Amulet>
 

Tsukihime

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I'm trying to use your plugin but I can't get an item to start being equipped.  This is what I've tried... I know this is probably crazy easy to fix and I'm missing something:

<equip slot: Weapon>Short Staff

<equip slot: Head>

<equip slot: Body>

<equip slot: Back>

<equip slot: Hands>

<equip slot: Ring>

<equip slot: Amulet>
The plugin uses "item codes" instead of names of your weapons/armors.

First, go to the weapon database and look at the ID beside the short staff.

Let's say it's 4.

Then edit the note-tag to read

Code:
<equip slot: Weapon w4>
 

Wehtam

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YES!  That worked!  Many thanks!  If you come across any inventory/equipment plugins like Diablo feel free to send them my way!
 

Wehtam

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Ok, once again I've tried everyone and looked around... what do I need to type in to get the note to acknowledge which armor item is being used?  I tried the below code and other things as well:

<equip slot: Weapon w0001>

<equip slot: Head>

<equip slot: Body a0001>

<equip slot: Back>

<equip slot: Hands>

<equip slot: Ring>

<equip slot: Amulet>

Many many thanks!
 

Tsukihime

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Ok, once again I've tried everyone and looked around... what do I need to type in to get the note to acknowledge which armor item is being used?  I tried the below code and other things as well:


<equip slot: Weapon w0001>


<equip slot: Head>


<equip slot: Body a0001>


<equip slot: Back>


<equip slot: Hands>


<equip slot: Ring>


<equip slot: Amulet>


Many many thanks!
You should be able to write "a1" to refer to the first armor in the database, "a2" to refer to the second, and so on.


It must fit in that slot.
 

Wehtam

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Problem solved, turned out the code was working the whole time!  I just forgot to assign that armor type to the specific class I was using to test the code *facepalm*
 

Tsukihime

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Problem solved, turned out the code was working the whole time!  I just forgot to assign that armor type to the specific class I was using to test the code *facepalm*
That is a common mistake. I have had that happen several times, with skills, weapons, armors, etc
 

Fox536

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Is this going add 2handed functionality as well?
 

Tsukihime

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I am still thinking about how two-handed functionality will be added.

My design looks like this so far, where you will need to add the following note-tags

Dual Wield Slots

<equip slot: weapon></equip slot><equip slot: shield> dual_wield_slot: weapon</equip slot>So basically, when you have the dual wield trait, the second slot would use the dual wield slot.However, I don't know how you would handle two-handed weapons.

Maybe something like this?

Code:
<equip slot: shield>  two_handed_seal: true</equip slot>
Which would seal that slot for two-handed weapons. But you would need to somehow specify that a weapon is fact a two-handed weapon because the default engine doesn't distinguish them.
 
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Fox536

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To me it would be about the same. As in

<equip slot: weapon>

</equip slot>

<equip slot: shield>

dual_wield_slot: weapon

two_hand_slot: none

</equip slot>

So that when you have the two handed trait, it doesn't give you the slot at all.

How are you doing the dualweild trait btw is it a notetag in states?

ps: I'm on my phone so I can't do code tags soery
 
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Tsukihime

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To me it would be about the same. As in

<equip slot: weapon>

</equip slot>

<equip slot: shield>

dual_wield_slot: weapon

two_hand_slot: none

</equip slot>

So that when you have the two handed trait, it doesn't give you the slot at all.
Hmm, that could work.

Alternatively one could potentially say

<equip slot: shield>dual_wield_slot: weapontwo_hand_seal: true</equip slot>So that you can't add anything to it.
How are you doing the dualweild trait btw is it a notetag in states?

ps: I'm on my phone so I can't do code tags soery
There's a trait called "dual wield" in the "Equip" tab for traits.

https://twitter.com/HimeWorks/status/673946237851176960
 

Fox536

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Hmm, that could work.Alternatively one could potentially say

<equip slot: shield>dual_wield_slot: weapontwo_hand_seal: true</equip slot>So that you can't add anything to it.There's a trait called "dual wield" in the "Equip" tab for traits.https://twitter.com/HimeWorks/status/673946237851176960
Ya that would work too, and would match better with what everything else.

And wow I hadn't even ever noticed that that's awesome. That'll save me from a lot of notetagging lol.

Any ideas when I should check back for dualwield and two handed?
 

Maliki79

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I am still thinking about how two-handed functionality will be added.

My design looks like this so far, where you will need to add the following note-tags

Dual Wield Slots

<equip slot: weapon></equip slot><equip slot: shield> dual_wield_slot: weapon</equip slot>So basically, when you have the dual wield trait, the second slot would use the dual wield slot.However, I don't know how you would handle two-handed weapons.

Maybe something like this?

<equip slot: shield> two_handed_seal: true</equip slot>Which would seal that slot for two-handed weapons. But you would need to somehow specify that a weapon is fact a two-handed weapon because the default engine doesn't distinguish them.
I don't know how feasible it would be for this plugin, but I used metadata to distinguish weapon types in mine.
 

Tsukihime

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Ya that would work too, and would match better with what everything else.


And wow I hadn't even ever noticed that that's awesome. That'll save me from a lot of notetagging lol.


Any ideas when I should check back for dualwield and two handed?
I'll send a msg
 

Fox536

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Awesome thanks your plugins are pretty sweet and you have a lot of them :)
 

Fox536

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Do the notetags work for classes or only actors?
 

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