How To Equip More Then One Type

N-Game Arts

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Hello... me again. ^^;

I wanting to where I can equip more then one type of Equipment.
I know how to make many types of Equipment, but I want to where a person can equip 2 of the same type.
example:
__________
Weapon
Head
Body
Ring
Ring
__________

but every time I make 2 ring slots each one becomes a different equipment type,
but them both being rings it should not matter what equipment slot it goes too. :/

I hope you understand what I meaning and if it's huge deal to get it to work how I wanting it
Don't worry about and sorry. :(

And one other thing
I'm wanting to use the Zombie image from the "RPG Maker VX Ace Lite"Because the Zombie image in "RPG Maker MV" is not very good.
is it okay for to take the image from the "RPG Maker VX Ace Lite" and use it in my game?


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Tsukihime

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@N-Game Arts


You can use the Equip Slots Core plugin to create two Ring slots to your actors





For example, assuming your Ring slot is called "Ring", you can note-tag your actors with


<equip slot: Ring >
<equip slot: Ring >




And now that actor will have two ring slots.
 
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N-Game Arts

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@Tsukihime

I'm not sure I fallow
I downloaded your plugins and put them in and it did nothing?

and I edit my first post for asking another thing.

can I ask, why is this most simple of stuff are not already in this RPG maker?
I mean first no enemy animation in front view battle and now this? :/

it's like buying a PS4 and half of the most basic of stuff is missing? :/


 



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MadMaus

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it's like buying a PS4 and half of the most basic of stuff is missing? :/

You must understand that RPG Maker is not a game. It's a game development engine, a software to aid both novice and expert developers in making their games. It's not meant to be complete, it was made for you to create content and put together in the software to make a complete game.

Of course, with the help of this amazing community, we already have bazillions of custom made plugins, musics, sounds and graphic resources ready to use.
 

N-Game Arts

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@MadMaus
 fully understand that and fine with it...
and it's a great software for starters to pick up and go.

but I do have a problem with selling a product for nearly a 100$
and think the community should do the rest of the work for free...
It's like the crappy Bethesda and releasing a broken and bear bone game and it's the "community" that's got to make their crap good with mods

but ya, the community is nice and great. :)
but I can't get any of these "plugins" to work for the life of me... even the ones it came with. -_-
 

MadMaus

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but I can't get any of these "plugins" to work for the life of me... even the ones it came with. -_-


I'm pretty sure the plugins released by the majority of the makers around here comes with very detailed installing and/or operation instructions, as this is the standard for publicly releasing them.

As for the problem with Hime's Equip Core plugin you could, for instance, show us some screens of the notes section of your actors or classes in the database, as the setup for the additional equipment slots is made there.

Oh, and you don't need the patch for Yanfly's Equip Core plugin as you're not using it along with Hime's one.

but I do have a problem with selling a product for nearly a 100$
and think the community should do the rest of the work for free...


So you thought that you'd buy the software and they would make tons of resources every week just for you, for free? Or that someone else should pay you to make games? Well, that's why some people sell their games. But you need to work hard and make it in the first place.


Yet you don't understand the purpose of a GDK like RPG Maker. There are overpriced GDKs around the market that don't come with half the content Enterbrain or our community releases for free (You can check YoYo Game's Game Maker Studio and Scirra's Construct 2 communities and see for yourself).

Game development may be a hobby for some people, but it's not a cheap or an easy one. But let's stick to your topic's subject, please.
 

N-Game Arts

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@MadMaus
:part 1:
I read many of the operation instructions  from people... but end up lost in it real fast, but I try and get a base understanding.
Ya, I can give screen shots...
I'm not sure what you mean there, but I'll remove it anyway.

:part 2:
Never said or thought any of those things and have NO idea how you got any of that out my words. :/
but I digress and agree, lets get back to the topic at hand....

:part 3:
I'm wanting to use the Zombie image from the "RPG Maker VX Ace Lite" Because the Zombie image in "RPG Maker MV" is not very good.
is it okay for to take the image from the "RPG Maker VX Ace Lite" and use it in my game?

PS:
Sorry I sound upset or *****ing.
I've had a hard ass day... and just getting a bit pissed I'm having to jump through hoops
just get some simple thing to work.
 


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MadMaus

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Post an in-game screenshot of the character equipment window so we can see how the slots are being shown.

I think that the problem is: You have 6 different equipment types with the same name "item", and 6 slots with the name "item" set up in the actor's notes. Maybe the script just don't know what "item" it should add in the actor slot list or something else...

My advice is: Create only ONE equipment type called "item" and add it 6 times in the actor's notes field. You don't need 6 different types with the same name, the script already make each slot independent so you can equip various items of the same type on them.
 

N-Game Arts

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I need the 6 item  slots
without it I can't have actor start with stuff she needs

it shows it's working, but I can't get no items I made to show?

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Tsukihime

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The first equip type is reserved for weapons since that is hardcoded in the editor.


You only need to create one "Item" equip type. You don't need 6 of them.
 

N-Game Arts

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@Tsukihime
I'm sorry I'm going to scrap the idea I had for the system... see how I can't make equipment Consumables. -_-
I' really sorry take up everyones time on this. ^^;

but I really need to know
if I can use the Zombie image from the "RPG Maker VX Ace Lite"?
 

Ugouka

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I'm sorry I'm going to scrap the idea I had for the system... see how I can't make equipment Consumables. -_-
I' really sorry take up everyones time on this. ^^;
Always a bummer to see someone give up on something do to not being able to figure it out. I'll try to break everything down for you for another attempt. For the Equipment types, you can make as many as you want, but due to some coding restrictions, the first slot will always be Weapon, even if you rename it, it will function as the weapon slot (I'd really recommend you keep it as weapon). For the other things you're trying to do (ie. make them able to equip 2 rings) What they were explaining is the function of the plugin. In the "Notes" tab for your actor or your class, you'll type <Equip Slot: item> 6 times. This calls on the slot "Item" 6 times, so you only need that equipment type listed once. If you have it with 6 separate types as you do in your screen shot, the game will see those as different item types even though they're called the same thing. So, again, just make one slot say "item," and put the command 6 times, enabling you to equip 6 items of that type. All you're doing by making the 6 types separate in the Types window is making 6 different categories just named the same thing, and they won't share items. And the way most plugins work, when you typed in those <equip slot: item> tags, it prioritizes the top of the list if there are ones with identical names. So only your 01: Item slot was being used in that case. You were just making the program argue with itself. Hope that clears things up a little.


As far as making equipment consumable..you'll need another plugin for that, found here: http://yanfly.moe/2016/02/20/yep-72-item-durability/ Which lets you set how many times you can use the item before it breaks. If you have questions on how to use this one, he has a video there that explains it. If you still don't get it at that point, we can try to clear it up here.


As far as the zombie image, I'm not positive on that one since it's the Lite version.


And, just for added visual learning, below the picture shows the default slots, if I were using that plugin and typed <equip slot: shield> six times in the actor notes, the actor would only be able to equip 6 shields, nothing else. (Unless also specified in the notes. The notes should override their default slots available)

slots.png
 

N-Game Arts

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@Ugouka

Thank you I understand now...
but the real problem is I need the Equipment Type to work as a Equipment and a Consumable Item.
Such as healing, Damage the enemy, one time use...

I'm trying and make the Resident Evil Inventory system...
with the Equipment  screen in my game. ^^;

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Andar

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but the real problem is I need the Equipment Type to work as a Equipment and a Consumable Item.


There might be a different solution, but I don't know if the needed plugins have been written for MV yet. I know they exist for Ace.


You'll need two plugins, one to make armor usable and one to make skill costs that are items/armors.


The second one should exist, but I don't know of the first . but the first can have a different workaround.


Instead of making items equippable, you assign skills to "armors" (even if you give the armor a name like "Oil Bottle" etc.


If you have a plugin to make armors listed in use item, then follow those instructions. Alternatively you can add a skill to the armor as a trait, and give that skill type a name like "Equipment use" or so - it will be a different line than the use item command, that's why this is a sub-optimal workaround if no plugin exists, but it can be done that way.


And in the skill that is used by that equipment, you define the equipment itself as the skill cost. There are already skill cost plugins available, one of them should allow you to pay for the skill with equipment instead of TP/MP.
 

Ugouka

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Alright, I think I see what you're trying to do now. So yes, you will probably need plugins, but we'll get to those in a minute. I'm going to go into a bit more detail on what Andar was talking about and include some of the specific plugins and functions that you can use if you want.


We'll start with the easiest version. Install a plugin that enables skills to have item costs, such as this one: http://yanfly.moe/2015/12/12/yep-43-skill-cost-items/ Then make a skill type "Gear". Make sure your character has this listed as one of their skill types. You can then create a skill for each consumable weapon, named as whatever you want. Now comes the important bit: In the Notes tab in that skill, you're going to type <Armor (ID) Cost: (#)> So if you had a skill such as Hat Toss, you'd look up the item ID for Hat, which is 02, and we'll have it consume 1 hat on use. So now, if we have a hat in our inventory (Not equipped), the tag <Armor 2 cost: 1> will eat that hat and let us use the skill. Now this isn't quite ideal for what it sounds like you want, as you can't do it with equipped gear. Let's move onto another option.


This method doesn't require a plugin, but it's a little less versatile, and gets a lot more complicated if you have multiple actors in the party. Again, make your skill type, and create a skill for each piece of gear. This time, no notes, but instead, make the item call up a common event. In this common event, you'll want to "Change Equipment" of the actor of your choice, unequip the item the skill is using. Then "Change Armors" to remove the unequipped item from your inventory, consuming it, then (optional) "Change Skill" Forget the skill. (Note that if you decide to forget skills you don't have the items for, you'll need to put a trait on the gear to teach them that skill when equipped). Pretty simple, but as I said, if you have more than one actor, this gets busy really quick.


And one last option, install Yanfly's Item Core plugin, and make up your items, setting an individual item cap on each of them of your choice, so they can't stock up on too many. Now instead of making your armor and such actually equippable, make them normal Items instead. You can then design the items to give you whatever effect you're looking for, but they're not actually equippable. You can still use these to call common events, so you can customize them however you want (Ie. using them to boost stats if in inventory, simulating "equipped" gear). You can use this as a slot management system, so the player could only carry one body armor, three molotovs, 2 knives, etc etc, since you can manage the inventory cap of each item. The skill consumes the item (using the first method's plugin again), and it makes room for more.


Last note that might be of interest to you is in the First plugin, as well. You can actually replace your MP or TP bar with an item count, say..bullets? Then make your attacks cost bullets and watch it tick down without having to check your inventory to see how many are left. And if you're using the Weapons Unleashed plugin, you can replace the "Attack" and "Guard" commands with different skills. So perhaps a primary and secondary weapon basic attack that consumes the ammo(s) you substituted your bars with? Just some ideas. Sorry this post ran long, just wanted to be thorough. Let me know if you have any questions.
 

N-Game Arts

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@Ugouka
THANK YOU!
Now that's how you give people advice. :)
Your system worked perfectly... it's just almost perfect for my game
and as well for Equip Slots Core... I'm still dishappy about we have to jump through hoops for such simple things. -_-

but I can never get any of Yanfly's plugin to work. <.<
I always get told samething over and over

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Tsukihime

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You don't need to use my plugin if you're already using yanfly's equip core.


My plugin comes with features that yanfly's does not, and is required for additional functionality such as enemy equips, dynamic equip slots, and so on.


However if you just need to be able to customize what your actor's equips are, then both plugins achieve the same thing.
 

N-Game Arts

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@Tsukihime

oh I see,
but if I remove your plugin and only use Yanfly's plugin
@Ugouka
Item setup won't work?
I know to make just more types and jst call it by the same name.
but when I use the item that I Equip it won't disappear... I have to use the skill that the item has 4 times and then it will disappear? :/
 

Ugouka

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Sorry for the late reply. Yes, when you use the skill that costs the item the proper amount of times, the item should vanish. 
 

N-Game Arts

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@Ugouka
Ya, but when I changed to Yanfly's plugin
it no longer works...

everytime I use the skill GreenHerb
it takes away the "Sub-Weapon" first and then when I use it again takes one of the GeenHerbs away
which what it's suppose to do... but not remove the "Sub-Weapon"

No, I'm the one to be sorry...
I really need to learn these things, but afraid to mess with stuff and break it.
 

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