Issues with Yanfly's Equipment engine

deathsia

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Okay so for starters I'm using this script:

#==============================================================================# # ▼ Yanfly Engine Ace - Ace Equip Engine v1.06# -- Last Updated: 2012.02.02# -- Level: Normal, Hard# -- Requires: n/a# #==============================================================================$imported = {} if $imported.nil?$imported["YEA-AceEquipEngine"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.02.02 - Bug Fixed: Crash when changing classes to different equip slots.# 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces.# 2012.01.05 - Compatibility Update: Equip Dynamic Stats# 2011.12.30 - Bug Fixed: Stats didn't update.# 2011.12.23 - Script efficiency optimized.# 2011.12.18 - Script efficiency optimized.# 2011.12.13 - Started Script and Finished.# #==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# The default equipment system in RPG Maker VX is the standard equipment system# seen in all of the previous iterations, which consists of weapon, shield,# headgear, bodygear, and accessory. To break free of that norm, this script# allows users access to giving actors and/or classes dynamic equipment setups# (including having multiples of the same categories). In addition to having# different equip slot setups, newer equipment types can be made to allow for# more diversity in armour types.# #==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.# # -----------------------------------------------------------------------------# Actor Notetags - These notetags go in the actors notebox in the database.# -----------------------------------------------------------------------------# <equip slots># string# string# </equip slots># This sets the actor's default slots to whatever is listed in between the two# notetags. An actor's custom equip slots will take priority over a class's# custom equip slots, which will take priority over the default equip slots.# Replace "string" with the proper equipment type name or when in doubt, use# "equip type: x" with x as the equipment type.# # <starting gear: x># <starting gear: x, x># Adds armour x to the actor's list of starting gear. This is used primarily# for the newer pieces of gear that can't be added through the starting set of# equipment through the RPG Maker VX Ace editor by default. Insert multiple of# these notetags to add more pieces of starting gear if so desired.# # <fixed equip: x># <fixed equip: x, x># This will fix the equip type x. Fixed equip slots mean that the equipment# already on it are unable to be exchanged in or out by the player. This tag# has been made so that equip types can be fixed for equip type 5 and above.# Use multiple of these notetags to add more fixed equipment restrictions.# # <sealed equip: x># <sealed equip: x, x># This will seal the equip type x. Sealed equip slots mean that no equipment# can be equipped onto that equip type slot. This tag has been made so that# equip types can be sealed for equip type 5 and above. Use multiple of these# notetags to add more sealed equipment restrictions.# # -----------------------------------------------------------------------------# Class Notetags - These notetags go in the class notebox in the database.# -----------------------------------------------------------------------------# <equip slots># string# string# </equip slots># This sets the class's default slots to whatever is listed in between the two# notetags. An actor's custom equip slots will take priority over a class's# custom equip slots, which will take priority over the default equip slots.# Replace "string" with the proper equipment type name or when in doubt, use# "equip type: x" with x as the equipment type.# # <fixed equip: x># <fixed equip: x, x># This will fix the equip type x. Fixed equip slots mean that the equipment# already on it are unable to be exchanged in or out by the player. This tag# has been made so that equip types can be fixed for equip type 5 and above.# Use multiple of these notetags to add more fixed equipment restrictions.# # <sealed equip: x># <sealed equip: x, x># This will seal the equip type x. Sealed equip slots mean that no equipment# can be equipped onto that equip type slot. This tag has been made so that# equip types can be sealed for equip type 5 and above. Use multiple of these# notetags to add more sealed equipment restrictions.# # -----------------------------------------------------------------------------# Weapon Notetags - These notetags go in the weapons notebox in the database.# -----------------------------------------------------------------------------# <fixed equip: x># <fixed equip: x, x># This will fix the equip type x. Fixed equip slots mean that the equipment# already on it are unable to be exchanged in or out by the player. This tag# has been made so that equip types can be fixed for equip type 5 and above.# Use multiple of these notetags to add more fixed equipment restrictions.# # <sealed equip: x># <sealed equip: x, x># This will seal the equip type x. Sealed equip slots mean that no equipment# can be equipped onto that equip type slot. This tag has been made so that# equip types can be sealed for equip type 5 and above. Use multiple of these# notetags to add more sealed equipment restrictions.# # -----------------------------------------------------------------------------# Armour Notetags - These notetags go in the armour notebox in the database.# -----------------------------------------------------------------------------# <equip type: x># <equip type: string># For the newer equip types, replace x or string with the equip type ID or the# name of the equip type respectively. This will set that armour to that# particular equip type.# # <fixed equip: x># <fixed equip: x, x># This will fix the equip type x. Fixed equip slots mean that the equipment# already on it are unable to be exchanged in or out by the player. This tag# has been made so that equip types can be fixed for equip type 5 and above.# Use multiple of these notetags to add more fixed equipment restrictions.# # <sealed equip: x># <sealed equip: x, x># This will seal the equip type x. Sealed equip slots mean that no equipment# can be equipped onto that equip type slot. This tag has been made so that# equip types can be sealed for equip type 5 and above. Use multiple of these# notetags to add more sealed equipment restrictions.# # -----------------------------------------------------------------------------# State Notetags - These notetags go in the states notebox in the database.# -----------------------------------------------------------------------------# <fixed equip: x># <fixed equip: x, x># This will fix the equip type x. Fixed equip slots mean that the equipment# already on it are unable to be exchanged in or out by the player. This tag# has been made so that equip types can be fixed for equip type 5 and above.# Use multiple of these notetags to add more fixed equipment restrictions.# # <sealed equip: x># <sealed equip: x, x># This will seal the equip type x. Sealed equip slots mean that no equipment# can be equipped onto that equip type slot. This tag has been made so that# equip types can be sealed for equip type 5 and above. Use multiple of these# notetags to add more sealed equipment restrictions.# #==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.# #==============================================================================module YEA module EQUIP #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Equip Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This adjusts the default equip configuration. While actors can have their # own unique equipment configurations, it's recommended to not change too # much as things get really hairy when it comes to proper eventing. # # ID Equip Type # --- ------------ # 0 Weapon # 1 Shield # 2 Headgear # 3 Bodygear # 4 Accessory # # Whatever you set the below slots to, the dual wield setup will be exactly # identical except that the second slot will be changed to a weapon (0). #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Adjust this array to set the default slots used for all of your actors # and classes if they do not have a custom equipment slot setup. DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 4, 4] # This hash adjusts the new equip types (past 4+). Adjust them to match # their names properly. You can choose to allow certain types of equipment # be removable or not, or whether or not optimize will affect them. TYPES ={ # TypeID => ["Type Name", Removable?, Optimize?], 0 => [ "Weapon", true, true], 1 => [ "Offhand", true, true], 2 => [ "Headgear", true, true], 3 => [ "Bodygear", true, true], 4 => ["Accessory", true, false], 5 => [ "Cloak", true, true], 6 => [ "Footwear", true, false], 7 => [ "Wing blades", true, true], 8 => [ "Horseshoes", true, true], 9 => [ "Book", true, true], 10 => [ "Gems", true, true], 11 => ["Accessory", true, false], 12 => [ "Candy", true, true], 13 => [ "Earth Pony", true, true], 14 => [ "Unicorn", true, true], 15 => [ "Pegasus", true, true], 16 => [ "Horn Rings", true, true], 17 => [ "Wing Guards", true, true], 18 => [ "Saddle", true, true], 19 => [ "Heavy Saddle", true, true], 20 => [ "Familars", true, false], 21 => [ "Dresses", true, true], 22 => [ "Gala", true, true], 23 => [ "Twilight", true, true], 24 => [ "Applejack", true, true], 25 => [ "Fluttershy", true, true], 26 => [ "Pinkie Pie", true, true], 27 => [ "Rainbow Dash", true, true], } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Equip Command List - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Here, you can adjust the order at which the commands appear (or even # remove commands as you see fit). Here's a list of which does what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :equip Activates the manual equip window. Default. # :optimize Optimizes equipment for the actor. Default. # :clear Clears all equipment from the actor. Default # # And that's all of the currently available commands. This list will be # updated as more scripts become available. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This array arranges the order of which the commands appear in the Equip # Command window in the Equip Scene. COMMAND_LIST =[ :equip, :optimize, # :enchant, # Kread-EX's Runic enchantment :clear, # :custom1, # :custom2, ] # Do not remove this. #-------------------------------------------------------------------------- # - Equip Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects for # equipping, use this hash to manage the custom commands for the Equip # Command Window. You can disable certain commands or prevent them from # appearing by using switches. If you don't wish to bind them to a switch, # set the proper switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_EQUIP_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :enchant => [ "Enchantment", 0, 0, :command_enchant], :custom1 => [ "Show skills", 0, 0, :command_name1], :custom2 => [ "Custom Text", 13, 0, :command_name2], } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Misc Window Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This section adjusts the minor visuals that you see inside of the newly # organized Equip Scene. Adjust the settings as you see fit. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This sets the font size used for the status window in the lower right # corner of the screen (which shows stats and comparisons). STATUS_FONT_SIZE = 20 # This sets the remove equip command in the item window. REMOVE_EQUIP_ICON = 185 REMOVE_EQUIP_TEXT = "<Remove Equip>" # This sets the no-equipment text in the slot window. NOTHING_ICON = 185 NOTHING_TEXT = "<Empty>" end # EQUIPend # YEA#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================module YEA module REGEXP module BASEITEM EQUIP_SLOTS_ON = /<(?:EQUIP_SLOTS|equip slots)>/i EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i end # BASEITEM end # REGEXPend # YEA#==============================================================================# ■ Vocab#==============================================================================module Vocab #-------------------------------------------------------------------------- # overwrite method: self.etype #-------------------------------------------------------------------------- def self.etype(etype) return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype) return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype) return "" end end # Vocab#==============================================================================# ■ Icon#==============================================================================module Icon #-------------------------------------------------------------------------- # self.remove_equip #-------------------------------------------------------------------------- def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end #-------------------------------------------------------------------------- # self.nothing_equip #-------------------------------------------------------------------------- def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end end # Icon#==============================================================================# ■ Numeric#==============================================================================class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric#==============================================================================# ■ DataManager#==============================================================================module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_aee load_database; end def self.load_database load_database_aee load_notetags_aee end #-------------------------------------------------------------------------- # new method: load_notetags_aee #-------------------------------------------------------------------------- def self.load_notetags_aee groups = [$data_actors, $data_classes, $data_weapons, $data_armors, $data_states] for group in groups for obj in group next if obj.nil? obj.load_notetags_aee end end end end # DataManager#==============================================================================# ■ RPG::BaseItem#==============================================================================class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :base_equip_slots attr_accessor :fixed_equip_type attr_accessor :sealed_equip_type attr_accessor :extra_starting_equips #-------------------------------------------------------------------------- # common cache: load_notetags_aee #-------------------------------------------------------------------------- def load_notetags_aee @base_equip_slots = [] @equip_slots_on = false @fixed_equip_type = [] @sealed_equip_type = [] @extra_starting_equips = [] #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) @equip_slots_on = true when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) @equip_slots_on = false #--- when YEA::REGEXP::BASEITEM::STARTING_GEAR next unless self.is_a?(RPG::Actor) $1.scan(/\d+/).each { |num| @extra_starting_equips.push(num.to_i) if num.to_i > 0 } when YEA::REGEXP::BASEITEM::FIXED_EQUIP $1.scan(/\d+/).each { |num| @fixed_equip_type.push(num.to_i) if num.to_i > 0 } when YEA::REGEXP::BASEITEM::SEALED_EQUIP $1.scan(/\d+/).each { |num| @sealed_equip_type.push(num.to_i) if num.to_i > 0 } #--- when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT next unless self.is_a?(RPG::Armor) @etype_id = [1, $1.to_i].max when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR next unless self.is_a?(RPG::Armor) for key in YEA::EQUIP::TYPES id = key[0] next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase @etype_id = [1, id].max break end #--- else if @equip_slots_on case line.upcase when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i id = $1.to_i @base_equip_slots.push(id) if [0,1,2,3,4].include?(id) @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id) when /WEAPON/i @base_equip_slots.push(0) when /SHIELD/i @base_equip_slots.push(1) when /HEAD/i @base_equip_slots.push(2) when /BODY/i, /ARMOR/i, /ARMOUR/i @base_equip_slots.push(3) when /ETC/i, /OTHER/i, /ACCESSOR/i @base_equip_slots.push(4) else text = line.upcase.delete(" ") for key in YEA::EQUIP::TYPES id = key[0] next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text @base_equip_slots.push(id) break end end end end } # self.note.split #--- return unless self.is_a?(RPG::Class) if @base_equip_slots.empty? @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone end end end # RPG::BaseItem#==============================================================================# ■ Game_Temp#==============================================================================class Game_Temp #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :eds_actor attr_accessor :scene_equip_index attr_accessor :scene_equip_oy end # Game_Temp#==============================================================================# ■ Game_BaseItem#==============================================================================class Game_BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :item_id end # Game_BaseItem#==============================================================================# ■ Game_BattlerBase#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # alias method: equip_type_fixed? #-------------------------------------------------------------------------- alias game_battlerbase_equip_type_fixed_aee equip_type_fixed? def equip_type_fixed?(etype_id) return true if fixed_etypes.include?(etype_id) if actor? return game_battlerbase_equip_type_fixed_aee(etype_id) end #-------------------------------------------------------------------------- # alias method: equip_type_sealed? #-------------------------------------------------------------------------- alias game_battlerbase_equip_type_sealed_aee equip_type_sealed? def equip_type_sealed?(etype_id) return true if sealed_etypes.include?(etype_id) if actor? return game_battlerbase_equip_type_sealed_aee(etype_id) end end # Game_BattlerBase#==============================================================================# ■ Game_Actor#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # alias method: init_equips #-------------------------------------------------------------------------- alias game_actor_init_equips_aee init_equips def init_equips(equips) game_actor_init_equips_aee(equips) equip_extra_starting_equips end #-------------------------------------------------------------------------- # new method: equip_extra_starting_equips #-------------------------------------------------------------------------- def equip_extra_starting_equips for equip_id in actor.extra_starting_equips armour = $data_armors[equip_id] next if armour.nil? etype_id = armour.etype_id next unless equip_slots.include?(etype_id) slot_id = empty_slot(etype_id) @equips[slot_id].set_equip(etype_id == 0, armour.id) end refresh end #-------------------------------------------------------------------------- # overwrite method: equip_slots #-------------------------------------------------------------------------- def equip_slots return equip_slots_dual if dual_wield? return equip_slots_normal end #-------------------------------------------------------------------------- # new method: equip_slots_normal #-------------------------------------------------------------------------- def equip_slots_normal return self.actor.base_equip_slots if self.actor.base_equip_slots != [] return self.class.base_equip_slots end #-------------------------------------------------------------------------- # new method: equip_slots_dual #-------------------------------------------------------------------------- def equip_slots_dual array = equip_slots_normal.clone array[1] = 0 if array.size >= 2 return array end #-------------------------------------------------------------------------- # new method: fixed_etypes #-------------------------------------------------------------------------- def fixed_etypes array = [] array |= self.actor.fixed_equip_type array |= self.class.fixed_equip_type for equip in equips next if equip.nil? array |= equip.fixed_equip_type end for state in states next if state.nil? array |= state.fixed_equip_type end return array end #-------------------------------------------------------------------------- # new method: sealed_etypes #-------------------------------------------------------------------------- def sealed_etypes array = [] array |= self.actor.sealed_equip_type array |= self.class.sealed_equip_type for equip in equips next if equip.nil? array |= equip.sealed_equip_type end for state in states next if state.nil? array |= state.sealed_equip_type end return array end #-------------------------------------------------------------------------- # alias method: change_equip #-------------------------------------------------------------------------- alias game_actor_change_equip_aee change_equip def change_equip(slot_id, item) if item.nil? && !@optimize_clear etype_id = equip_slots[slot_id] return unless YEA::EQUIP::TYPES[etype_id][1] elsif item.nil? && @optimize_clear etype_id = equip_slots[slot_id] return unless YEA::EQUIP::TYPES[etype_id][2] end @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil? game_actor_change_equip_aee(slot_id, item) end #-------------------------------------------------------------------------- # overwrite method: optimize_equipments #-------------------------------------------------------------------------- def optimize_equipments $game_temp.eds_actor = self @optimize_clear = true clear_equipments @optimize_clear = false equip_slots.size.times do |i| next if !equip_change_ok?(i) next unless can_optimize?(i) items = $game_party.equip_items.select do |item| item.etype_id == equip_slots && equippable?(item) && item.performance >= 0 end change_equip(i, items.max_by {|item| item.performance }) end $game_temp.eds_actor = nil end #-------------------------------------------------------------------------- # new method: can_optimize? #-------------------------------------------------------------------------- def can_optimize?(slot_id) etype_id = equip_slots[slot_id] return YEA::EQUIP::TYPES[etype_id][2] end #-------------------------------------------------------------------------- # alias method: force_change_equip #-------------------------------------------------------------------------- alias game_actor_force_change_equip_aee force_change_equip def force_change_equip(slot_id, item) @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil? game_actor_force_change_equip_aee(slot_id, item) end #-------------------------------------------------------------------------- # alias method: weapons #-------------------------------------------------------------------------- alias game_actor_weapons_aee weapons def weapons anti_crash_equips return game_actor_weapons_aee end #-------------------------------------------------------------------------- # alias method: armors #-------------------------------------------------------------------------- alias game_actor_armors_aee armors def armors anti_crash_equips return game_actor_armors_aee end #-------------------------------------------------------------------------- # alias method: equips #-------------------------------------------------------------------------- alias game_actor_equips_aee equips def equips anti_crash_equips return game_actor_equips_aee end #-------------------------------------------------------------------------- # new method: equips #-------------------------------------------------------------------------- def anti_crash_equips for i in 0...@equips.size next unless @equips.nil? @equips = Game_BaseItem.new end end end # Game_Actor#==============================================================================# ■ Game_Interpreter#==============================================================================class Game_Interpreter #-------------------------------------------------------------------------- # overwrite method: change equip #-------------------------------------------------------------------------- def command_319 actor = $game_actors[@params[0]] return if actor.nil? if @params[1] == 0 && @params[2] != 0 item = $data_weapons[@params[2]] return unless actor.equip_slots.include?(0) slot_id = actor.empty_slot(0) elsif @params[2] != 0 item = $data_armors[@params[2]] return unless actor.equip_slots.include?(item.etype_id) slot_id = actor.empty_slot(item.etype_id) else slot_id = @params[1] end actor.change_equip_by_id(slot_id, @params[2]) end end # Game_Interpreter#==============================================================================# ■ Window_EquipStatus#==============================================================================class Window_EquipStatus < Window_Base #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize(dx, dy) super(dx, dy, window_width, Graphics.height - dy) @actor = nil @temp_actor = nil refresh end #-------------------------------------------------------------------------- # overwrite method: window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width * 2 / 5; end #-------------------------------------------------------------------------- # overwrite method: refresh #-------------------------------------------------------------------------- def refresh contents.clear 8.times {|i| draw_item(0, line_height * i, i) } end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(dx, dy, param_id) draw_background_colour(dx, dy) draw_param_name(dx + 4, dy, param_id) draw_current_param(dx + 4, dy, param_id) if @actor drx = (contents.width + 22) / 2 draw_right_arrow(drx, dy) draw_new_param(drx + 22, dy, param_id) if @temp_actor reset_font_settings end #-------------------------------------------------------------------------- # new method: draw_background_colour #-------------------------------------------------------------------------- def draw_background_colour(dx, dy) colour = Color.new(0, 0, 0, translucent_alpha/2) rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2) contents.fill_rect(rect, colour) end #-------------------------------------------------------------------------- # overwrite method: draw_param_name #-------------------------------------------------------------------------- def draw_param_name(dx, dy, param_id) contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE change_color(system_color) draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id)) end #-------------------------------------------------------------------------- # overwrite method: draw_current_param #-------------------------------------------------------------------------- def draw_current_param(dx, dy, param_id) change_color(normal_color) dw = (contents.width + 22) / 2 draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2) reset_font_settings end #-------------------------------------------------------------------------- # overwrite method: draw_new_param #-------------------------------------------------------------------------- def draw_new_param(dx, dy, param_id) contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE new_value = @temp_actor.param(param_id) change_color(param_change_color(new_value - @actor.param(param_id))) draw_text(0, dy, contents.width-4, line_height, new_value.group, 2) reset_font_settings end end # Window_EquipStatus#==============================================================================# ■ Window_EquipCommand#==============================================================================class Window_EquipCommand < Window_HorzCommand #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::EQUIP::COMMAND_LIST case command when :equip add_command(Vocab::equip2, :equip) when :optimize add_command(Vocab::optimize, :optimize) when :clear add_command(Vocab::clear, :clear) else process_custom_command(command) end end end #-------------------------------------------------------------------------- # process_ok #-------------------------------------------------------------------------- def process_ok $game_temp.scene_equip_index = index $game_temp.scene_equip_oy = self.oy super end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0] switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end #-------------------------------------------------------------------------- # overwrite method: window_width #-------------------------------------------------------------------------- def window_width; return 160; end #-------------------------------------------------------------------------- # overwrite method: contents_width #-------------------------------------------------------------------------- def contents_width; return width - standard_padding * 2; end #-------------------------------------------------------------------------- # overwrite method: contents_height #-------------------------------------------------------------------------- def contents_height ch = height - standard_padding * 2 return [ch - ch % item_height, row_max * item_height].max end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return 4; end #-------------------------------------------------------------------------- # overwrite method: col_max #-------------------------------------------------------------------------- def col_max; return 1; end #-------------------------------------------------------------------------- # overwrite method: item_rect #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end #-------------------------------------------------------------------------- # overwrite method: ensure_cursor_visible #-------------------------------------------------------------------------- def ensure_cursor_visible self.top_row = row if row < top_row self.bottom_row = row if row > bottom_row end #-------------------------------------------------------------------------- # overwrite method: cursor_down #-------------------------------------------------------------------------- def cursor_down(wrap = false) if index < item_max - col_max || (wrap && col_max == 1) select((index + col_max) % item_max) end end #-------------------------------------------------------------------------- # overwrite method: cursor_up #-------------------------------------------------------------------------- def cursor_up(wrap = false) if index >= col_max || (wrap && col_max == 1) select((index - col_max + item_max) % item_max) end end #-------------------------------------------------------------------------- # overwrite method: process_pageup #-------------------------------------------------------------------------- def process_pageup Sound.play_cursor Input.update deactivate call_handler:)pageup) end #-------------------------------------------------------------------------- # overwrite method: process_pagedown #-------------------------------------------------------------------------- def process_pagedown Sound.play_cursor Input.update deactivate call_handler:)pagedown) end end # Window_EquipCommand#==============================================================================# ■ Window_EquipSlot#==============================================================================class Window_EquipSlot < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: initialize #-------------------------------------------------------------------------- def initialize(dx, dy, dw) super(dx, dy, dw, Graphics.height - dy) @actor = nil refresh end #-------------------------------------------------------------------------- # overwrite method: window_height #-------------------------------------------------------------------------- def window_height; return self.height; end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return item_max; end #-------------------------------------------------------------------------- # overwrite method: refresh #-------------------------------------------------------------------------- def refresh create_contents super end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) return unless @actor rect = item_rect_for_text(index) change_color(system_color, enable?(index)) draw_text(rect.x, rect.y, 92, line_height, slot_name(index)) item = @actor.equips[index] dx = rect.x + 92 dw = contents.width - dx - 24 if item.nil? draw_nothing_equip(dx, rect.y, false, dw) else draw_item_name(item, dx, rect.y, enable?(index), dw) end end #-------------------------------------------------------------------------- # new method: draw_nothing_equip #-------------------------------------------------------------------------- def draw_nothing_equip(dx, dy, enabled, dw) change_color(normal_color, enabled) draw_icon(Icon.nothing_equip, dx, dy, enabled) text = YEA::EQUIP::NOTHING_TEXT draw_text(dx + 24, dy, dw - 24, line_height, text) end end # Window_EquipSlot#==============================================================================# ■ Window_EquipItem#==============================================================================class Window_EquipItem < Window_ItemList #-------------------------------------------------------------------------- # overwrite method: col_max #-------------------------------------------------------------------------- def col_max; return 1; end #-------------------------------------------------------------------------- # overwrite method: slot_id= #-------------------------------------------------------------------------- def slot_id=(slot_id) return if @slot_id == slot_id @slot_id = slot_id @last_item = nil self.oy = 0 end #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] rect = item_rect(index) rect.width -= 4 if item.nil? draw_remove_equip(rect) return end dw = contents.width - rect.x - 24 draw_item_name(item, rect.x, rect.y, enable?(item), dw) draw_item_number(rect, item) end #-------------------------------------------------------------------------- # new method: draw_remove_equip #-------------------------------------------------------------------------- def draw_remove_equip(rect) draw_icon(Icon.remove_equip, rect.x, rect.y) text = YEA::EQUIP::REMOVE_EQUIP_TEXT rect.x += 24 rect.width -= 24 draw_text(rect, text) end #-------------------------------------------------------------------------- # overwrite method: include? #-------------------------------------------------------------------------- def include?(item) if item.nil? && !@actor.nil? etype_id = @actor.equip_slots[@slot_id] return YEA::EQUIP::TYPES[etype_id][1] end return true if item.nil? return false unless item.is_a?(RPG::EquipItem) return false if @slot_id < 0 return false if item.etype_id != @actor.equip_slots[@slot_id] return @actor.equippable?(item) end #-------------------------------------------------------------------------- # overwrite method: enable? #-------------------------------------------------------------------------- def enable?(item) if item.nil? && !@actor.nil? etype_id = @actor.equip_slots[@slot_id] return YEA::EQUIP::TYPES[etype_id][1] end return @actor.equippable?(item) end #-------------------------------------------------------------------------- # new method: show #-------------------------------------------------------------------------- def show @last_item = 0 update_help super end #-------------------------------------------------------------------------- # overwrite method: update_help #-------------------------------------------------------------------------- def update_help super return if @actor.nil? return if @status_window.nil? return if @last_item == item @last_item = item temp_actor = Marshal.load(Marshal.dump(@actor)) temp_actor.force_change_equip(@slot_id, item) @status_window.set_temp_actor(temp_actor) end end # Window_EquipItem#==============================================================================# ■ Window_EquipActor#==============================================================================class Window_EquipActor < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(dx, dy) super(dx, dy, window_width, fitting_height(4)) @actor = nil end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width - 160; end #-------------------------------------------------------------------------- # actor= #-------------------------------------------------------------------------- def actor=(actor) return if @actor == actor @actor = actor refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh contents.clear return unless @actor draw_actor_face(@actor, 0, 0) draw_actor_simple_status(@actor, 108, line_height / 2) end end # Window_EquipActor#==============================================================================# ■ Scene_Equip#==============================================================================class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # overwrite method: create_status_window #-------------------------------------------------------------------------- def create_status_window wx = Graphics.width - (Graphics.width * 2 / 5) wy = @help_window.height + 120 @status_window = Window_EquipStatus.new(wx, wy) @status_window.viewport = @viewport @status_window.actor = @actor end #-------------------------------------------------------------------------- # overwrite method: create_command_window #-------------------------------------------------------------------------- def create_command_window wx = 0 wy = @help_window.height ww = 160 @command_window = Window_EquipCommand.new(wx, wy, ww) @command_window.viewport = @viewport @command_window.help_window = @help_window if !$game_temp.scene_equip_index.nil? @command_window.select($game_temp.scene_equip_index) @command_window.oy = $game_temp.scene_equip_oy end $game_temp.scene_equip_index = nil $game_temp.scene_equip_oy = nil @command_window.set_handler:)equip, method:)command_equip)) @command_window.set_handler:)optimize, method:)command_optimize)) @command_window.set_handler:)clear, method:)command_clear)) @command_window.set_handler:)cancel, method:)return_scene)) @command_window.set_handler:)pagedown, method:)next_actor)) @command_window.set_handler:)pageup, method:)prev_actor)) @command_window.set_handler:)adik_x, method:)command_name1)) process_custom_equip_commands create_actor_window end #-------------------------------------------------------------------------- # new method: create_actor_window #-------------------------------------------------------------------------- def create_actor_window wy = @help_window.height @actor_window = Window_EquipActor.new(@command_window.width, wy) @actor_window.viewport = @viewport @actor_window.actor = @actor end #-------------------------------------------------------------------------- # new method: process_custom_equip_commands #-------------------------------------------------------------------------- def process_custom_equip_commands for command in YEA::EQUIP::COMMAND_LIST next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # overwrite method: create_slot_window #-------------------------------------------------------------------------- def create_slot_window wx = 0 wy = @command_window.y + @command_window.height ww = Graphics.width - @status_window.width @slot_window = Window_EquipSlot.new(wx, wy, ww) @slot_window.viewport = @viewport @slot_window.help_window = @help_window @slot_window.status_window = @status_window @slot_window.actor = @actor @slot_window.set_handler:)ok, method:)on_slot_ok)) @slot_window.set_handler:)cancel, method:)on_slot_cancel)) end #-------------------------------------------------------------------------- # overwrite method: create_item_window #-------------------------------------------------------------------------- def create_item_window wx = @slot_window.x wy = @slot_window.y ww = @slot_window.width wh = @slot_window.height @item_window = Window_EquipItem.new(wx, wy, ww, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.status_window = @status_window @item_window.actor = @actor @item_window.set_handler:)ok, method:)on_item_ok)) @item_window.set_handler:)cancel, method:)on_item_cancel)) @slot_window.item_window = @item_window @item_window.hide end #-------------------------------------------------------------------------- # alias method: command_optimize #-------------------------------------------------------------------------- alias scene_equip_command_optimize_aee command_optimize def command_optimize scene_equip_command_optimize_aee @actor_window.refresh end #-------------------------------------------------------------------------- # alias method: command_clear #-------------------------------------------------------------------------- alias scene_equip_command_clear_aee command_clear def command_clear scene_equip_command_clear_aee @actor_window.refresh end #-------------------------------------------------------------------------- # alias method: on_slot_ok #-------------------------------------------------------------------------- alias scene_equip_on_slot_ok_aee on_slot_ok def on_slot_ok scene_equip_on_slot_ok_aee @slot_window.hide @item_window.refresh @item_window.show end #-------------------------------------------------------------------------- # alias method: on_item_ok #-------------------------------------------------------------------------- alias scene_equip_on_item_ok_aee on_item_ok def on_item_ok scene_equip_on_item_ok_aee @actor_window.refresh @slot_window.show @item_window.hide end #-------------------------------------------------------------------------- # alias method: on_item_cancel #-------------------------------------------------------------------------- alias scene_equip_on_item_cancel_aee on_item_cancel def on_item_cancel scene_equip_on_item_cancel_aee @slot_window.show @item_window.hide end #-------------------------------------------------------------------------- # alias method: on_actor_change #-------------------------------------------------------------------------- alias scene_equip_on_actor_change_aee on_actor_change def on_actor_change scene_equip_on_actor_change_aee @actor_window.actor = @actor end #-------------------------------------------------------------------------- # new method: command_name1 #-------------------------------------------------------------------------- def command_name1 if $game_switches[15] @equip_learning.hide @equip_learning_back.hide $game_switches[15] = false else @equip_learning.show @equip_learning_back.show $game_switches[15] = true end #@command_window.activate end #-------------------------------------------------------------------------- # new method: command_name2 #-------------------------------------------------------------------------- def command_name2 # Do nothing. end end # Scene_Equip#==============================================================================# # ▼ End of File# #==============================================================================

Linking to the original script is pointless as this one was custom edited by

Engr. Adiktuzmiko

Though as far as I know, much of it remains unchanged from Yanfly's original code.

Now, my problem is this:

According to the script(unless I'm reading it wrong) I need to assign each piece of equipment a equip type manually.

I have done this.

SCREENCAP:

However while playtesting, it doesn't seem to recognize the item as the equipment type as seen here:

EQUIPMENT SCENE:

Inventory scene:

It will recognize any other equipment type as far as I know EXCEPT the "Book" Equipment type.

Any idea on what's going on here? Am I doing something wrong?
 
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deathsia

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Note for some reason I can't edit my OP due to the edit page not even showing my post or letting me click anything...so posting here:

Also, I've noticed that when I merely changed the name of the equipement type by a single charcter "Book" to "Books" it completely didn't recognize the equipment slot AT ALL until I changed it back.
 

Shaz

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PLEASE use meaningful topic titles. The name of the script might be nice. A few keywords describing the problem might be nice. "What am I doing wrong" gives NO clue as to what you're attempting to do or what the problem is until you open the thread.
 

deathsia

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PLEASE use meaningful topic titles. The name of the script might be nice. A few keywords describing the problem might be nice. "What am I doing wrong" gives NO clue as to what you're attempting to do or what the problem is until you open the thread.
Okay, well since I can't edit my OP, I'm at a snag here...>.< Can you change the title of the thread to: "Issues with Yanfly's Equipment engine" please?
 
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Shaz

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Why can't you edit your OP?
 

deathsia

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I have NO IDEA! Simply put:

When I go to edit I get this:

I can't click the use full editor button and if I try to click save changes, this occurs:

 

Shaz

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Well, I fixed it for you. I suggest you take a look at your browser's plugins and remove any that shouldn't be there. In fact, try using a different browser and see if you get the same problem.
 

captainproton

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I spotted a couple of problems right off the bat:

In your script, you have a TON of equip slots. Now, I assume the slots for Earth Pony, Pegasus and Unicorn refer to character species, right? Same goes for the slots with what look like character names, yes?

Now, assuming this is so, what you're doing here is creating a slot on EVERY character to equip Pegasus, Unicorn, Twilight, etc.

What you should do instead is go into your database and create armor types, so you have equipment specific to unicorns, specific to twilight sparkle, etc. Then, go into your script and remove those unneeded slots.

Secondly, in your note tag, you use the equip tag "book" for the book. What the script requires is that you use the number of the equip slot, as identified in the customizable module of the script. The script can't do anything with the book, since "book" isn't a number.
 

deathsia

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I spotted a couple of problems right off the bat:

In your script, you have a TON of equip slots. Now, I assume the slots for Earth Pony, Pegasus and Unicorn refer to character species, right? Same goes for the slots with what look like character names, yes?

Now, assuming this is so, what you're doing here is creating a slot on EVERY character to equip Pegasus, Unicorn, Twilight, etc.

What you should do instead is go into your database and create armor types, so you have equipment specific to unicorns, specific to twilight sparkle, etc. Then, go into your script and remove those unneeded slots.

Secondly, in your note tag, you use the equip tag "book" for the book. What the script requires is that you use the number of the equip slot, as identified in the customizable module of the script. The script can't do anything with the book, since "book" isn't a number.
Thanks, I fixed that but what confuses me now if that I have so little equip slots on my characters. Does the script read my database as well? I thought the ENTIRE equipment engine ran from the script.
 

captainproton

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The script interprets the information in the database as the game is played.

I *think* you also have to make sure your extra slot items (not headgear, shields or bodywear) are given the Equip Type: Accessory in the Armors Tab.

And do you need a lot of slots? On a human character, there would only be about eight. Head, torso, legs, feet, hands, weapon, shield, and accessory. On a pony? head, body, hooves, and a few accessory slots for things like capes or jewelry. The slots are essentially the parts of the body wearing the equipment. The variety comes from the Armor Type distinction on the Armors Tab in the Database.

After all, you don't wear two pairs of shoes at once, right?
 
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deathsia

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The script interprets the information in the database as the game is played.

I *think* you also have to make sure your extra slot items (not headgear, shields or bodywear) are given the Equip Type: Accessory in the Armors Tab.

And do you need a lot of slots? On a human character, there would only be about eight. Head, torso, legs, feet, hands, weapon, shield, and accessory. On a pony? head, body, hooves, and a few accessory slots for things like capes or jewelry. The slots are essentially the parts of the body wearing the equipment. The variety comes from the Armor Type distinction on the Armors Tab in the Database.

After all, you don't wear two pairs of shoes at once, right?
This script is a bloody mystery to me, I managed to get it to recongize certain slots but others it refuses to recongnize. Such as my accessories, I have an armor type labeled as accessory to match the one in the script but in game is labels it as "trinket" which I have no clue why its doing this, none of the terms in the script or in my database have that label so I'm at a loss on how to get it to recongnize my accessories. Any help with this would be awesome.
 

Andar

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I just checked the script again, and there is one thing where you made a mistake that might cause a lot of problems - you have two different equip types named "accessory" (the original ID 4 and ID 11), and you're using the equip names to set the data. That can only cause problems.


Additionally, most of the notetags are intended to use the IDs, NOT the name - only one of the notetag is allowed to name the equip type by string. It's a lot better if you always use the ID number instead of the name string, especially if the name string contains spaces (as several of your equip type names do).


That is because spaces divide arguments, and a regex with spaces is processed differently in a lot of cases, preventing the engine to even identify a notetag like <equip type: Wing blades>, it would most probably be processed same as <equip type: Wing>, completely ignoring everything after the space.


Yanfly's scripts have been tested by a lot of games and usually any bug found is because the developer made mistakes when using the scripts, not because of problems in the scripts. With scripting, every letter counts and is different.


Another problem are typos - I wrote "Wing blades" above because that is how you named it, but unless the script checks for upper/lower case (I don't know if it does), "Wing blades" is a different equip type than "Wing Blades"...
 

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