Strange problem with Yanfly Ace Equip Engine

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scummypup

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We've been using this script to change the equipment types between our two groups of PCs and while almost everything is working as intended one item, the weapon slot in a certain set-up just will not work correctly.

This is the script we are using



It is the Force slot that will not work, here is the weapon in question:



and here's the character/class in question trying to equip it:



Could anyone perhaps figure out what we are doing wrong and how to correct it, we are currently only using this an yanfly's core engine in our game.

- S
 

bgillisp

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I think the problem is the system will not let you equip a weapon, a shield and a second weapon (and it is seeing Force as another weapon, but you already have a weapon and a shield), as it sees that as needing 3 hands. Try changing force to an armor type and see if that works.
 

Andar

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@bgillisp: wrong, the engine doesn't even know what a hand is - it only cares about equipment slots.
 

bgillisp

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@Andar: I still think its going to make a difference though, somehow, that it is a weapon. Just call it a hunch. I still say the OP should try it and see.
 

scummypup

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@bgillisp

We did as you suggested and made it into an armour type, but we were still unable to equip it :(

We've tried several different things, such as renaming the slot to something else, switching the orders around. The only way we seem able to get the weapon to equip is when we use the standard 'Weapon' slot that's in the base game and adjust the notes accordingly.
 
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bgillisp

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What do you mean by the standard Weapon slot in the base game? Do you mean you can only equip it as a weapon and not as a force?
 

Kes

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I could of course be wrong, but I wonder if the problem is completely other.  In Yanfly's web page for this script, there is this sentence.

In addition to having different equip slot setups, newer equipment types can be made to allow for more diversity in armour types.
I am focusing on the end of that sentence where it says "more diversity in armour types".  It doesn't say weapon types.

further down the page is this bit

With new equip slots, there needs to be new equip types. Newer equip types are handled in the module. Use <equip type: x> tags to change a piece of armour’s equip type.
Again, it specifically refers to "a piece of armour's equip type.

And finally, all the screen shots show armour in the extra slots.  I may have missed it, but I couldn't see anything with extra weapon slots.

Weapons are mentioned in the context of fixing and sealing equip types and in the possibility of requiring a weapon to be equipped at all times for something else to happen.  And those are the only times.  Every other instance is of armour.

So maybe it won't do a third weapon.
 

bgillisp

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That's what I was trying to get at too ksjp17, I just looked at it from the wrong reasoning. As far as I can tell that script only checks the armor database for the new equip types, so anything under the weapon database is totally ignored for the new slots.
 
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scummypup

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I guess that must be the case then, I guess both parties will have to use a slot named 'Weapon' for their weapons then, nothing too awful. We were just unsure as to if we were doing something wrong.

Thank you for replying and helping us try to figure this out :)
 
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