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FP Equip slots

equipment features

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#1 Tsukihime

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Posted 13 May 2012 - 10:24 AM

This script is no longer supported.
If you wish to have custom equip slots and be able to add or remove them during the game, consider using Dynamic Equip Slots: http://www.rpgmakerv...ic-equip-slots/ along with TH Core: Equip Slots http://himeworks.wor...re-equip-slots/

FP: Equip Slots
Author: Tsukihime
Type: Features add-on

Overview

Who says you can't wear 5 hats or 3 coats?

This script provides basic functionality to expand the number of equip slots for every equip type.
It also allows you to dynamically change your actor's equip slots in-game.

Features
  • Change the number of equip slots you can have
  • Create custom equip types
  • Specify custom sort order for equip types (order which they appear)
  • Allow equips to add more equip slots
  • Allow classes to add more equip slots
Usage

important: this script does not provide any "default" equip slots. You must manually give all of your actors some equip slots to work with

In the configuration, just specify how many equip slots you want for each type of slot.
You can add additional equip types by adding more entries in the "extended equip types" section.

To specify that an equip is of that type, use the following notetag
<etype n>
Where n corresponds to the equip type defined in the table above.

If you would like a custom sort order (eg: gloves appear above weapon), you can modify Equip_Order to something you like. Note that there is no way to interweave equip types (eg: weapon, shield, weapon, bodygear, weapon).

In order to add slots to your actors, you must use "features". This is not available
in the default editor, so you will need to use notetags.

In actors, classes, weapons, armors, and states, you can type
<+eslot: slot_type amount>

<+eslot: 0 3>
<+eslot: 1 1>
The first example says to add two slot 0's. Slot 0 by default is the weapon slot, so your actor will have two weapon slots.

Because these are features, the slots change depending on what you equip, what your class is, and who the actor is. It is also possible to change slots in game using script calls.

You can add more slots to your actor directly through script calls.
add_slot(actor_id, slot_type, amount)
This will add the given amount of slots based on the specified slot type to that actor.

Screenshots

Lots of slots
hhPkM.jpg

Equipping a shield gave me more slots
Wu0al.jpg

Downloads

Script: http://db.tt/NnnLMyGb

Kread-Ex's Actor inventory

Notes

If anyone needs to access the feature, the code is 103.

Here is an example on how to set up a bow and arrow equip set: http://www.rpgmakerv...ems/#entry43950

Edited by Tsukihime, 12 July 2013 - 09:59 PM.

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#2 Tsukihime

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Posted 13 May 2012 - 11:58 AM

Script revised.
Now you can easily add additional equip types in the database

Posted Image

Just tag it with

<fp:es etype 6>

Where the number corresponds to the equip type defined in the etype table in the configuration.

Don't change the default equip type ID's because the rest of the default scripts rely on that.
If you need to change order, use the Etype_Order instead.

Edited by Tsukihime, 13 May 2012 - 02:59 PM.

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#3 Kaelan

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Posted 13 May 2012 - 02:35 PM

Awesome, I was planning to implement something like this in a few days. This does exactly what I needed.
Posted Image
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#4 irfan three

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Posted 13 May 2012 - 08:23 PM

Useful and simple script. Likely I'm going to use this script in the current contest. :)

#5 Tsukihime

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Posted 15 May 2012 - 11:44 AM

Here is a modified version of Kread-Ex's Actor Inventory script which does not require Ace Equip System.

All I did was remove the pre-requisite check and took out all references to YEA equip system.

The instructions are the same.

Spoiler

Edited by Tsukihime, 15 May 2012 - 05:23 PM.

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#6 Xigos The Xelor Sandglass

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Posted 15 May 2012 - 12:36 PM

What do I need to do to say have an equip setup to have 1 weapon, 1 shield[or offhand], helm, armor, boots, belt, back, L-Ring, R-Ring, gloves/gauntlets, and leggings?
Spoiler


#7 Tsukihime

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Posted 15 May 2012 - 02:07 PM

Etypes =
 {0 => ["Weapon", 1],
  1 => ["Shield", 1],
  2 => ["Headgear", 1],
  3 => ["Bodygear", 1],
  4 => ["Accessory", 1],

  #extended equip types
  5 => ["Boots", 1],
  6 => ["Belt", 1],
  7 => ["Back", 1],
  8 => ["Ring", 2],
  9 => ["Gloves", 1],
  10 => ["Leggings", 1]
  }

For the left-ring, right-ring...hmm I'm going to have to think about how that will be implemented.
I also found a bug where the "Default order" was not kicking in when you didn't set up the custom order properly.

Edited by Tsukihime, 15 May 2012 - 02:10 PM.

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#8 Xigos The Xelor Sandglass

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Posted 16 May 2012 - 01:25 PM

Ok this is rather odd I have another party member and when to open his/her equipment and the game crashed with an error
on line 188 return false if item.etype_id != @actor.equip_slots[@slot_id]
Why would it crash like this?

-=Quick Edit=-

As for the R-Ring and L-Ring I figured out how to do it.
I have them set to slot 8 and 9
if you have a ring created in the armor tab set in the note
<fp:es etype 8> and <fp:es etype 9>
if you have two ring slots

Edited by Xigos The Xelor Sandglass, 16 May 2012 - 01:27 PM.

Spoiler


#9 Tsukihime

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Posted 16 May 2012 - 01:30 PM

Is it like, a second party member? or maybe a 5th? Or does it only matter that it's another party member in general?
There might be some initialization issues that I have not considered. Let me know how to reproduce it.
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#10 Xigos The Xelor Sandglass

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Posted 16 May 2012 - 02:08 PM

It is a 2nd party member but the ultimate oddity is that it crashed upon first go, but
it works after that. Which is rather odd.
Spoiler


#11 Tsukihime

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Posted 16 May 2012 - 02:28 PM

Hmm, well if anyone runs into the issue maybe they can try and reproduce the error. I'm assuming it has to be a bug in my script.

Oh and I didn't know you could specify multiple etype id's lol that's cool.
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#12 Xigos The Xelor Sandglass

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Posted 16 May 2012 - 06:35 PM

I ran into again, this time it was once one of my party members leveled up, I wanted to change out an item
I had him equipped with and the same error popped up leading to line 188.

-=Edit=-

Here is the error it gives
undefined method 'etype_id' for #<RPG::Item:0x8b99db4>

Edited by Xigos The Xelor Sandglass, 16 May 2012 - 06:43 PM.

Spoiler


#13 Tsukihime

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Posted 16 May 2012 - 06:37 PM

Posted Image

I've updated the script. Try with the new one.

Edited by Tsukihime, 16 May 2012 - 06:39 PM.

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#14 Xigos The Xelor Sandglass

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Posted 16 May 2012 - 07:10 PM

Ok with the new changes to the script it doesn't crash on me anymore.
Spoiler


#15 Tsukihime

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Posted 16 May 2012 - 07:12 PM

I know what the error was.
I was playing around with the actor inventory, where you can equip items to use in battle.

But then I accidentally changed the method that was supposed to filter out items and stuff lol
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#16 Chaos17

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Posted 16 May 2012 - 10:53 PM

Hi,

I don't know why it seems I am the only person who got this little "bug" but I will report it.
I've tested your script with and without Yanfly equip script, it works but something strange thing appear next to the stat numbers.

Posted Image
With Yanfly script

Posted Image
Without Yanfly script.


I didn't touch anything in your scripts :

** FP Inventory Plus
Author: Tsukihime
Version: 1.2
Date: May 17, 2012

** Equip Levels
Author: Tsukihime
Version: 1.0
Date: May 14, 2012

** FP Equip Slots
Author: Tsukihime
Version: 1.1
Date: May 15, 2012

Edited by Chaos17, 16 May 2012 - 10:55 PM.

Posted Image Posted Image Posted Image

#17 Tsukihime

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Posted 16 May 2012 - 10:58 PM

Can you narrow it down to the specific script that's causing issues?
I can't imagine where that's coming from lol
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#18 Chaos17

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Posted 16 May 2012 - 11:16 PM

It seems it's from the equip slot script because I've remove it and I didn't get this little bug.

Edited by Chaos17, 16 May 2012 - 11:16 PM.

Posted Image Posted Image Posted Image

#19 Tsukihime

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Posted 16 May 2012 - 11:36 PM

Delete the Window_EquipStatus class and see if it still happens.
That is the only part that I can think of that might be causing problems, although it doesn't make sense to me.
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#20 Chaos17

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Posted 16 May 2012 - 11:48 PM

That's it. Everything is back to normal.

Edited by Chaos17, 16 May 2012 - 11:49 PM.

Posted Image Posted Image Posted Image





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