[VX Ace] Item equipment system

S.Court

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Hello, I have a big doubt this time, I'll divide in small pieces, but I need to solve all this, I put it in RGSSx Script support because I'm sure I'll need some scripts for that, but not sure if there is no script/tandem of scripts done can make what I need, ok, without any other preamble...

Well, I'd like to make a equipment system works of this way: For example, Eric has a gauntlet with some slots, and he can equip some stones to it, with different effects, but here comes the troubles

1) I want some stone only equipable for certain characters, Example: There is a stone called "Aries force" will grant the fire force state, but only Eric and Natalie can use it in his gauntlet

2) Those stones has certain slot costs, example: "Aries force" stone will cost 2 slots to be equipable

3) Equipment restrictions: I want to avoid some combinations, for example I want to avoid "Aries stone" and "Scorpio stone" to be equipped together

4) Gauntlet upgrade: There will be a NPC can add slots to the gauntlet, it'll start with one slot, but you can upgrade it until certain limit

It's a decently long question I know, but I need it for my project, can someone help me with this? Thanks a lot

UPDATE: Thanks to Sixth, I know about the existance of this script: SeM's Character Sockets (http://rmrk.net/index.php?topic=47980.0) It shows much stuffs I want for this idea, but I need some modifications if possible, I'd like those changes

1) Instead accesing via the menu, I'd like to access to the Sockets screen when the character selects the accesory slot (when he has equiped the required accesory of course) and open the Sockets screen only for the character you selected the accesory

2) It still doesn't solve the fact I want to be those item to be equipable only for certain characters

3) I want each of this item have a different slot cost

4) This script doesn't let me to remove the sockets I use, and of course, that's not what I want, so a add-on who lets to remove those sockets I have used is required

5) Some of the buffs are given via those items are passive states, I'm using Yanfly's passive state script (https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/passive-states/) But according to instructions, I can't add passive states to items, and the sockets are items, so... I want a modification of Yanfly's script to add passive states to those equipable items

I know it's a long, complicated and kinda absurd request, but it's something I need for my project, so any help with this is greatly appreciated. Thanks for your attention
 
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S.Court

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Tsukihime

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This sounds like a fairly complex system.


What happens if you have two of the same axe and you put stones in one of them?
 
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Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Sixth

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I remembered seeing something like this, and went to check for it now.


It is called SeM's Character Sockets. No idea where I found it, so you will have to search for it.


It is not exactly what you asked for thought...


Instead of equipment, you can upgrade the actor's directly with whatever you want.


"Slots" can't be gained during game-play, but with a little script call added in, you can do your "upgrade" on this too.


If you want this strictly with equipment, each of your equipment would need to be unique, so an instance item script is a must.


Or if you will have only one of these items for each character, than you can use the script I mentioned too. Nobody needs to know what you actually upgrade, your actors or equipment, as long as the effects are there, right? :p
 

S.Court

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Tsukihime, in my case, there will be only one item with slots per character, so I guess that wouldn't be a trouble, BUT now you mention it, I would like a restriction of number of the same equipped item, and it could be configurable by item too

Sixth, let me check this one...

Update: I like some stuffs, but I couldn't remove a upgrade I make, I want those can be removed and rearranged if needed, I like how it puts some limits, and I can equip only one of them, can I make item imcompatibility with them? Like the example I put of Aries stone and Scorpio stone?

I like this system, but I still would like to use it via a special equipment (this one would replace the accesories position btw)
 
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Sixth

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You can make upgrade requirements and upgrade incompatibilities too, yeah.


You can also make stat/level/item requirements and limit how many upgrade can be used from the same type maximum on a character.


Also, you can just lock that special equipment on each actor, so that they can never remove it.


Than rename some things on the Character Sockets script, like the name of the command button, and the descriptions used on the scene, to make it look like you are editing the actor's special item instead of the actors themselves.


You can even put the command button to open this scene into the equipment command button window easily (where the "Equip/Optimize/Clear" commands appear).


Removing the upgrades will require some additional scripting for sure thought...
 

S.Court

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You can make upgrade requirements and upgrade incompatibilities too, yeah.

You can also make stat/level/item requirements and limit how many upgrade can be used from the same type maximum on a character.

Also, you can just lock that special equipment on each actor, so that they can never remove it.

Than rename some things on the Character Sockets script, like the name of the command button, and the descriptions used on the scene, to make it look like you are editing the actor's special item instead of the actors themselves.

You can even put the command button to open this scene into the equipment command button window easily (where the "Equip/Optimize/Clear" commands appear).

Removing the upgrades will require some additional scripting for sure thought...
Ok, there is ANOTHER stuff, some of those buffs those items have are representated with passive states, I'm using Yanfly's passive states script, and (at least that's what I see in the instructions) I can't add a passive state to a item, and I didn't see a way to add a state to a character with the Character Sockets script

If that's possible, well, can someone make the Upgrade screen can be accessed via the equip screen where the "Equip/Optimize/Clear" command appear too?

How can I lock this equipment? and how can I make each upgrade can be removed and has a different slot cost?
 

Sixth

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Why would you add a passive state? Anything you add with the upgrades is permanent, so it is like a "passive state" in itself.

For locking the special equipment simply use the "Fix Equip" feature in the database for the equip. Select the "Accessory" on the list, and it will be locked on the character.

The remove upgrade and change slot cost things would need to be scripted in. But that is way less work to do in this script than to make a whole new system for it.

I am busy with scripting my menu engine, so I won't go into any other scripting work now, but maybe someone here can edit the script or make an addon for it to work how you want it to work.

Here is a basic snippet for adding the Upgrade menu to the equip commands:

class Window_EquipCommand < Window_HorzCommand alias socket_command_add22111 make_command_list def make_command_list socket_command_add22111 add_command(SEM::VOCAB::SOCKET_SCENE, :charsock, true) end endclass Scene_Equip < Scene_MenuBase alias socket_command_add11222 create_command_window def create_command_window socket_command_add11222 @command_window.set_handler:)charsock, method:)command_charsock)) end def command_charsock SceneManager.call(Scene_CharacterBuilder) endend
Put this below the Character Sockets script.
 

S.Court

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Why would you add a passive state? Anything you add with the upgrades is permanent, so it is like a "passive state" in itself.
I want them to be removable, so the passive state would be possible only if you have this item in the equipmente lets you to carry those items, plus, there are things I need are possible only via states, so this feature is needed

Here is a basic snippet for adding the Upgrade menu to the equip commands:

class Window_EquipCommand < Window_HorzCommand alias socket_command_add22111 make_command_list def make_command_list socket_command_add22111 add_command(SEM::VOCAB::SOCKET_SCENE, :charsock, true) end endclass Scene_Equip < Scene_MenuBase alias socket_command_add11222 create_command_window def create_command_window socket_command_add11222 @command_window.set_handler:)charsock, method:)command_charsock)) end def command_charsock SceneManager.call(Scene_CharacterBuilder) endend
Put this below the Character Sockets script.
Ohh thank you, it shows the command, but is it possible to removed from the main menu? I don't want this one to be showed there

EDIT: Wait, I had another idea, but not sure if it's possible: When the player selects the accesory slot and he has the item equiped, shows a confirm message to ask to the player if he wants to change the equipable item, if he says yes, well, the Character sockets script will open... Not sure if that's possible at all, any idea about how to make it?
 
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S.Court

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Bumping. Also, I added some extra requirements to my request, now keeping in mind the character sockets' script 
 

S.Court

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S.Court

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Please, this concept is an important part of my project, does anyone know how to solve this?
 

Andar

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It might be important to you, but it also looks like a lot of work. I suggest you start thinking of what you can offer a scripter to put in the many hours of work this needs, because you already had one of the better scripters discussing things here without results.
 

Sixth

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It's not that hard to do what you ask for, and I would gladly do it (making an addon for the Character Slots script), but currently I am busy with scripting something else, and that won't be finished for a long time (full menu engine, kinda like Luna Engine).


After I release the script I am working on now, I will try to take more requests, and eventually (if it is still needed) will make this system for you. That is, if you are patient enough to wait for it. :D
 

NeoPGX

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I remembered seeing something like this, and went to check for it now.

It is called SeM's Character Sockets. No idea where I found it, so you will have to search for it.

It is not exactly what you asked for thought...

Instead of equipment, you can upgrade the actor's directly with whatever you want.

"Slots" can't be gained during game-play, but with a little script call added in, you can do your "upgrade" on this too.

If you want this strictly with equipment, each of your equipment would need to be unique, so an instance item script is a must.

Or if you will have only one of these items for each character, than you can use the script I mentioned too. Nobody needs to know what you actually upgrade, your actors or equipment, as long as the effects are there, right? :p
http://rmrk.net/index.php?topic=47980.0
 

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