Equipment weight system using Yanfly plugins

Chazareth

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I have an idea for an equipment weight system where you can only equip so many items. Since I'm not using MP, I was planning on re-purposing the MP gauge as a Weight gauge. Basically, each actor will have a max weight and every time they equip something, their current weight goes up. The actor would not be able to equip any item which would cause their current weight to exceed their max weight.

I am trying to use Yanfly's Equip Core and Equip Requirements plugin to create this effect. Since the MP gauge is being used as weight, I need to make it so that equipping something increases the actor's current MP. With Equip Requirements, I can use a note tag which will run a conditional branch which checks if the MP granted by the item exceeds their max MP. The only problem I've run into is that there doesn't seem to be any way to have equipment change an actor's current MP. Yanfly's Equip Core only can only modify parameters (like max MP, not current MP), and as as far as I know current HP, MP, and TP are not considered parameters.

My first solution for this problem was to use WAY_OnEquipEval. This plugin lets you run code when something is equipped or unequipped. Unfortunately, it isn't compatible with Yanfly's Equip Core, so the note tags which increase/decrease MP won't work.

Then I tried using common events, though this would require a LOT of common events. But the bigger problem is that events cannot run in the menu due to a lack of an interpreter. I know Tsukihime had a menu scene interpreter for VXA, but it was never ported to MV (would require a ton of work, as I understand). Common events could still be used, but it would look and feel really clunky to the player because they would be kicked out of the menu every time they change an actor's equipment.

I've also trying looking for plugins that simply add a weight system to the game, but it seems that they only add a weight system to the inventory, not limitations on what actors can equip.

I feel like having equipment change an actor's current MP is such a simple thing that there must be a simple solution.
 

lianderson

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Good job human, this one is impressed with your repurposing of a common stat. The dark one and I shall honor your ingenuity with sacrifices in your name. Expect expensive cars in your afterlife.

We hope you find effective methods to your requirements of weight and that mortals below this one aid you effectively.

Good day, and good murda.
 

Trihan

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There are two solutions I can think of:

1. don't use current MP, use max MP. That's controllable with Equip Core (or even something you can set on the equipment itself) and if you're not using MP max MP isn't going to be used for anything else either.

2. Add a state with a Custom Apply Effect which adds [weight] MP to the user, then set that as a passive state of the equipment. The only issue with that is that you'd need a separate state for every different weight value a piece of equipment can have.
 

Chazareth

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1. don't use current MP, use max MP. That's controllable with Equip Core (or even something you can set on the equipment itself) and if you're not using MP max MP isn't going to be used for anything else either.

2. Add a state with a Custom Apply Effect which adds [weight] MP to the user, then set that as a passive state of the equipment. The only issue with that is that you'd need a separate state for every different weight value a piece of equipment can have.
1. I'm using current MP and max MP as current weight and max weight.

2. It looks like Custom Apply Effect note tags do not work outside of battle. I can apply the state via passive states when the item is equipped, but MP does not go up. However, if the same state is applied during battle, MP does go up according to the amount specified in the note tag.
 
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