Two Scene_Equip

Jhin

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Hello,

I was wondering if is there anyway to split the equipment slots in two differents Scene_Equip, something simillar to:

Scene 1

Right hand

Scene 2

Left hand

Thank you & regards
 

Andar

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there are several equip manager scripts on the master script list.


Those allow you to change the type as well as the number of slots.


Depending on what you want to do with those left/right slots, you might have to be tricky - the equip managers have different options beyond adding new slots, and the scripts can create different results.
 

Tsukihime

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It's better if you explain what you want to do, as that just seems like a really tedious way to manage an actor's equips to me.
 

Jhin

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Hello there.

Thanks for the replys.

@Andar: I Know that there are several ways to manage the equipment slots, but the existing scripts doesn't do what I need.

@Tsukihime: I want to split the equip in two different scenes. Actually I would love to have one scene (Equip_Scene) that works like the original one (Right Hand, Left Hand, Gear and Body, etc) and another scene (Equip_Scene2) to get only the accesories (or another type of equipment, doesn't matter).

This is important beacuse the accesories in my game grants the access to skills and elemental bonus and I would like to get a custom equipment scene to show all the bonus regarding to this special equipment. I know that there are scripts to manage the equipment and another from Yami to learn skills, but I think that split the slots would be better for mi project.

In fact I don't need the script in itself, I only need to get a clue how can I split the commands from the equipment slots.

Thanks for yor replys & sorry for my bad english^^
 

Tsukihime

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You should show pictures of what you want, I am not sure if what you are asking for is just a new window.
 

kerbonklin

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Sounds like just a new window to me,
 

Tsukihime

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I mean, you could definitely split your equip slots into two screens: simply modify the Window_EquipSlot to show a subset of the elements.


For example, one scene might show slots 0, 1, and 2; other scene then shows slots 3 and 4.


If this is what you want and you feel it is the best way to implement your design then I wouldn't try to suggest other methods because I believe look & feel is more important than functionality.
 
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Jhin

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Thanks for your replys.

Tsukihime, can you give me a clue how to moidfy the Window_EquipSlot in that way?

Thank you anothertime
 

Jhin

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I mean, you could definitely split your equip slots into two screens: simply modify the Window_EquipSlot to show a subset of the elements.

For example, one scene might show slots 0, 1, and 2; other scene then shows slots 3 and 4.

If this is what you want and you feel it is the best way to implement your design then I wouldn't try to suggest other methods because I believe look & feel is more important than functionality.
Help please.

I've trying to do it for several days but without the expected result.

I'm agree with Tsukihime that the best way would be that the main Scene_Equip shows only the 0, 1, 2 and 3 equip slots, and then, create another replica (Scene_Equip2) that shows the fourth slot.

I've got almost everything but I need only the piece of code to make them show only the needed equip slots.

I'm very frustrated about that. Your help would be very apreciated.

Thank you & Regards.
 
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Jhin

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Sorry third posting. I've noticed the forum rules.
 
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Tsukihime

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It is not trivial. You need to create a mapping from index to equip slot ID in your scene, and then have your window determine which slot to draw based on the mapping.

The default windows are designed to only know how to use indices. For example, 0, 1, 2, etc.

Unfortunately, if you want to split up your equip slots into two different sets, like

[0, 1, 2]

[3, 4]

You need to say that 3 corresponds to index 0, and 4 corresponds to index 1.

This method draws the equip slots

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)) draw_item_name(@actor.equips[index], rect.x + 92, rect.y, enable?(index))endThis determines how many slots to draw

Code:
def item_max  @actor ? @actor.equip_slots.size : 0end
You will at the very least need to modify these to draw the appropriate slots.It is up to you figure out how to determine what are "the appropriate slots"
 
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estriole

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Help please.

I've trying to do it for several days but without the expected result.

I'm agree with Tsukihime that the best way would be that the main Scene_Equip shows only the 0, 1, 2 and 3 equip slots, and then, create another replica (Scene_Equip2) that shows the fourth slot.

I've got almost everything but I need only the piece of code to make them show only the needed equip slots.

I'm very frustrated about that. Your help would be very apreciated.

Thank you & Regards.
alternatively you could use my script here:

http://www.rpgmakervxace.net/topic/12242-est-suikoden-rune/

rune basically is another equip.

or use that script as reference.
 

Jhin

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Hello There,

Topic resolved, thank you all for your replys and clues, ^^, please, close thread.
 

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