PS: In advance, thanks so much for putting up with my ignorance in Ruby <3
Well I dunno. Like I've said, I'm not good at this stuff XD
TESTING: Get error after stepping onto "remove" instance: "no implicit conversion from nil to integer" ( in "Game_Interpreter line 1411", which probably doesn't help one bit ofc ). Maybe change "nil" to an empty weapon/armor slot would work? Have to look into how normal unequipping works @__@
EDIT #1: Sonuva-- It doesn't even work! Why is it throwing a bloody exception if it doesn't even frakkin' change/remove equipment?! ARGH!!1one! =__=
</end-rant>
EDIT #2: After a quick self-deliberation, I think it'd be best to dump the working bits of code out as well to show what is there at the moment. Perhaps something is missing? (obviously, but I mean beyond the fact that that part doesn't work) Maybe need to "get" or "set" 'act' from the Actors list? I dunno, because blank fields didn't do diddly-squat, although at least it didn't throw an error.
Gawd, how I just want a straight "remove all equipment" button @__@ Maybe this should be moved to RGSS 3 Script Requests, given how it's turned into one XD
class Game_Party#~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-## Defines call for vacating inventory ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-# def clear_items_all(save) $game_party.members.each do |act| act.change_equip_by_id(0, nil) act.change_equip_by_id(1, nil) act.change_equip_by_id(2, nil) act.change_equip_by_id(3, nil) act.change_equip_by_id(4, nil) end if save @items_old = @items @weapons_old = @weapons @armors_old = @armors end @items = {} @weapons = {} @armors = {} end#~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~~## Defines call for vacating ONLY items ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-# def clear_items(save) if save @items_old = @items end @items = {} end #~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-## Defines call for vacating ONLY weapons ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-# def clear_weaps(save) $game_party.members.each do |act| act.change_equip_by_id(0, nil) end if save @weaps_old = @weapons end @weapons = {} end#~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~~~## Defines call for vacating ONLY armors ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~# def clear_arms(save) $game_party.members.each do |act| act.change_equip_by_id(1, nil) act.change_equip_by_id(2, nil) act.change_equip_by_id(3, nil) act.change_equip_by_id(4, nil) end if save @arms_old = @armors end @armors = {} end #~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~## Defines call for restoring all items previously taken ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~# def regain_items_all_lost @items = @items_old @weapons = @weapons_old @armors = @armors_old end#~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-## Defines recall for restoring ONLY items previously taken ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-# def regain_items_lost @items_old.each do |item| #basically we iterate each of the old weapons #then check if that weapon exists right now #if yes, we add the amounts, else we set the amount @items[item[0]].nil? ? @items[item[0]] = item[1] : @items[item[0]] += item[1] end end #~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-## Defines recall for restoring ONLY weapons previously taken ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-# def regain_weaps_lost @weaps_old.each do |weap| #Repeating above @weapons[weap[0]].nil? ? @weapons[weap[0]] = weap[1] : @weapons[weap[0]] += weap[1] end end #~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--~-~-~-~-~-~-~-~-## Defines recall for restoring ONLY armors previously taken ##~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--~-~-~-~-~-~-~-~-# def regain_arms_lost @arms_old.each do |arm| #Repeating above @armors[arm[0]].nil? ? @armors[arm[0]] = arm[1] : @armors[arm[0]] += arm[1] end endendAs well, although I don't know how useful this is, I have the following scripts added into the test program:
Galv's Region EffectsKhas's Awesome Lighting Effects (KALE) << NOT CONFIGURED >>Basic Option Menu (by Vlue) Custom SaveFile Names (also by Vlue)The following Yanfly Engine Ace scripts:Core EngineParty ModEquip EngineSkill MenuStatus MenuEnemy LevelsBattle Engine-- Free Turn Battle-- Ele Pop-ups-- Enemy Target Info-- Enemy HP BarsThe only one I'd really would think might impact this at all would be the YEA Equip Engine, though with scripting who knows?
I can attach the current test program if need-be - not because I'm lazy but so you can see what's going on without having to make one as well <3 All settings are currently mirrored from my main game-in-progress.