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DerVVulfman
sleep.gif Removed until iEntry's Legal Terms properly spell out Member Rights regarding ownership of submitted content. The terms in use are way too vague for comfort.
Warder
I'm certainly happy to see this script. I liked the XP one, and had been hoping someone would make a VX equivalent. This should make a nice addition to my project. Thanks. smile.gif
DerVVulfman
Thanks.

Well, I didn't make slots for weapons... but like I pointed out in the script. Who has more than two hands? tongue.gif And some people always had problems with Guillaume's use of additional fonts, but that was a result of it being designed in the 'Postality Knights' era of RPGMaker XP users.

And I may do some tweaking here and there. Some people always complained that there wasn't support for Left-Handed characters.
Znikomek
i have a small request
can you show me how can i put into x the variable?
SWITCH_EQUIP_WEAPONS = [ [1,x] ]
SWITCH_EQUIP_ARMORS = [ [1,x] ]
becouse i need it to identifycation

and additional question:
how can i disequip teh curse item o additional slot?

thx
TiPere
Screeennnnshottttt pleaseeeeee
Senreichi
Nice! Its one of the many scripts Im looking for.
DerVVulfman
QUOTE (Znikomek @ Apr 7 2008, 06:15 AM) *
i have a small request
can you show me how can i put into x the variable?
SWITCH_EQUIP_WEAPONS = [ [1,x] ]
SWITCH_EQUIP_ARMORS = [ [1,x] ]
becouse i need it to identifycation

and additional question:
how can i disequip teh curse item o additional slot?

thx


CODE
  SWITCH_EQUIP_WEAPONS  = [ [1,4] ]

When your character equips the 1st weapon in your database, it is substituted with the 4th weapon. This is fun when you're disguising your 'cursed' weapons with what appears to be regular ones.

Only with the traditional unequip feature in RPGMakerVX's event system [ Change Equipment ] can you remove 'cursed' equipment. But I do plan to make a script call to do 'searches' through an actor's inventory for a 'REMOVE CURSE' call. That would perform a 'remove all cursed items' routine.
aevonhaldy
Thank you SO much, DerVVulfman! I have SO long wanted cursed items, and you have answered my prayers.

------------EDIT--------------

Okay, I love love love this script.... However, there is something wierd going on.

I have a couple events where an item gets automatically put on a character (the "change equipment" event). Works like a charm. However, after I implemented this script, not only would armor type items not be equipped, they would not even be put into my inventory! (so, I use the event: "Change armor," and add an accessory; then, I use "change equipment" and equip the accessory on Actor 001...BUT, when I have this script, nothing happens).

Although, when I use ONLY the "change equipment" event, the armor appears in the inventory. It seems to be the "Change Equipment" event that somehow erases the armor. Furthermore, the weapon event I have does get added to the inventory and then equipped, just not any armor types. AND, these are not new, added slot types, but default armor types: accessory & body.

I made sure it was this script by taking it out when I noticed the problem. After doing so, the armor events worked perfectly as before. But when I put the script back in, again the armor did not get added or equipped.

This is crucial to my game because I need a character to have a "cursed" piece of body armor put on them by another character, without relying on the player to do it.

SO--how can I get this to work? Do I need to call a script now that I am using this script? I could do that, as long as it would allow me to have my cake and eat it too. Just don't know how to script it... Or change this script so that the pre-made event will work.

THANKS!
aevonhaldy
Bumpers.
DerVVulfman
Just saw.

Just tried.

Just... ARGH!??

Just gotta look into why.

Why????????
Apkx24
SWEET omg this script was one of the best innovations ever for vx..... dude ur awesome
DerVVulfman
QUOTE (aevonhaldy @ Apr 7 2008, 10:49 PM) *
.....Although, when I use ONLY the "change equipment" event, the armor appears in the inventory. It seems to be the "Change Equipment" event that somehow erases the armor...


Looking into it, I found a script call works for all the armor slots, even the extended ones:

CODE
$game_actors[1].change_equip_by_id(3, 21, true)

This makes actor #1 apply the 21st armor into the 3rd slot.
aevonhaldy
laugh.gif Hurray! My dream is possible!

Thanks for the call script, DerVVulfman!
Neku
Is it possible to check what armour is equipped in the extra slots?
e.g. If $game_actors[1].armour_id == ##
kinda thing?
Mokimoki
Very nice, I was just looking for a script so I could equip two accessories, this is quite a bit more than that but it works. That's pretty cool. laugh.gif
Zinos666
Ah the return of multi-equip from XP.
Good to see this in VX, nice conversion VV.
DerVVulfman
To Vivi:

Dunno. Think I need to add that if I don't find a way around it by accident. When I found the script call for aevonhaldy, that was by accident too.
Neku
Never Mind I found How to call them biggrin.gif
CODE
if $game_actors[ID].extra_armor_id[slot_id] == ??
Blah
end

ID = Actors Id from the Database
slot_id = the extra armor slot's id for example extra slot 0 would be the 4th armor slot (after Accessory) 1 would be the 5th etc

hope that helps everyone else wink.gif
DerVVulfman
Kewl.

But an addition is being made to read the slots (from 0 to ... whatever you have the slots up to).

You'll be able to read the ID of any slots, regular or extra.
chaos2200
I need to be able to equip multiple weapons (more then 2) as I am using this for a mecha-type game. Can you show me how to do that?
DerVVulfman
More??? More than two???

Figures.

I left out the whole '3 or more hands' feature as RMVX already enabled two-handed/sword-shield style mixes.
semajames
Hey VV, I absolutly love this script. It's incredile. I have one question though. With your script, you can choose to dual wield or have a sword and shield. And use a call script to change it. Is there a way to make it so that you can just equip both? (not at same time of course). Like, just take of your shield and equip a sword. I would really like this feature. I want to implement offhand weapons and the freedom to choose between them and shields.
DerVVulfman
Currently, there is no feature to auto-detect and auto-switch between dual-wielding and sword/shield styles if that is your question. You do have to 'switch' a character's dual-wielding feature ON/OFF beforehand. Good thing I made that script call for 'two_sword_styles' aka dual-wielding.
semajames
QUOTE (DerVVulfman @ Apr 23 2008, 01:23 PM) *
Currently, there is no feature to auto-detect and auto-switch between dual-wielding and sword/shield styles if that is your question. You do have to 'switch' a character's dual-wielding feature ON/OFF beforehand. Good thing I made that script call for 'two_sword_styles' aka dual-wielding.

Ok thanks anyway.
JamesBlackwing
i cant get it to work, when i put the script in and start the game i get this error message:

how can i fix it?
DerVVulfman
Copied from C.A. *hehe... you posted there too. smile.gif:

Line #443 in Game_Actor is
CODE
$game_party.gain_item(last_item, 1)
which calls on the gain_item method. Given that gain_item is a default system method, this is strange indeed.

Please give information as to what you're doing to get that error.
Speed@
I have an error any time i add this and character select menu.
Script 'Game Actor' line 443: NoMethodError
undefined method`gain item' for nil:NilClass
DerVVulfman
Okay... though it is the same error, it is the result of this and a 'Character Select' menu.

Please give me a link to that script so I can see what is happening.
perroinu
Can one of you post the script here? Or you can tell me how to stop the annoying "Failed to load actor data" that pops up when attempting to get into the game edit? It's just really annoying, thanks anyway.
Nolan
After you download the file, just open it through VX instead of right there on the spot.

Either that or extract all the files ((it's a zip folder right?)) and it should work.
Speed@
QUOTE (DerVVulfman @ Apr 25 2008, 10:58 PM) *
Okay... though it is the same error, it is the result of this and a 'Character Select' menu.

Please give me a link to that script so I can see what is happening.

http://www.rpgrevolution.com/forums/?showtopic=12908
i tried to script a fix myself,but it didn't work.
I haven't scripted anything a LONG TIME.
DerVVulfman
In the ACTORS section of Multi-Slot, go to line 128 and add the following:
CODE
    return if equip_type == nil
    return if item == nil


So it will eventually read like so...
CODE
  def change_equip(equip_type, item, test = false)
    return if equip_type == nil
    return if item == nil
    # Perform the original call
    ms_actor_change_equip(equip_type, item, test)
    # If an additional slot
    etc......


That will be updated next chance I get. Just consider it version 1.3?

Thanks to JamesBlackwing for noting the error, and Speed@ for helping to narrow down the problem with the aid of the Prexus Character Select script.
Speed@
NP.
Can you help me with my project or at least fix this error in Final Fantasy XII battle system:
http://www.rpgrevolution.com/forums/?showtopic=13065
tarukyaffxi
I LOVE this script, but I am having one tiny problem that I am hoping you can help me out with. I added a few new slots that all work great, except for the two slots that I called "Ring." They both show up fine and both can equip rings, but when I equip any ring (say Emerald Ring) in the first Ring slot, it is ALSO available to equip in the second Ring slot even though there is only one in the inventory. Eek. I keep looking the code over and I'm not sure what I've done wrong. Can you help me out?
DerVVulfman
Each slot TYPE must be a separate name.

If you created Slot 5 to be a 'Ring', and Slot 6 to be 'Ring'... and set the order to be 1,2,3,4,5,6......
Then it won't work right.

If you created Slot 5 to be a 'Ring' and then set the order to be 1,2,3,4,5,5....
Then you create an equipment menu using the ring slot (the two '5's).

Try that.

tarukyaffxi
Hmm, that's what I did. It's very strange. It works with weapons when the dual-weapon script is called, just not my Ring slots. It seems like it isn't taking the ring out of the inventory after it places it into the slot like it normally does. Here is a snippet of the code just in case:

CODE
ARMOR_KINDS = [0, 1, 2, 4, 5, 6, 7, 8, 9, 9]
EXTRA_SLOT_NAMES = ["Legs", "Hands", "Feet", "Neck", "Waist", "Ring"]

CURSED_WEAPONS = []
CURSED_ARMOR = [30]
CURSED_COLOR = 30

SWITCH_EQUIP_WEAPONS = []
SWITCH_EQUIP_ARMORS = [ [28,30] ]

end


Also, I have the BOF Weapon Skills script, the Weapon Unleash script, and the HP/MP Equip Offset script all beneath your Multi-Slot script, but I don't really see anything in those that would interfere with that specifically. Any other thoughts? Thanks a ton for your help!

-Tar
thinkabout
QUOTE (tarukyaffxi @ May 11 2008, 07:25 PM) *
Hmm, that's what I did. It's very strange. It works with weapons when the dual-weapon script is called, just not my Ring slots. It seems like it isn't taking the ring out of the inventory after it places it into the slot like it normally does. Here is a snippet of the code just in case:

CODE
ARMOR_KINDS = [0, 1, 2, 4, 5, 6, 7, 8, 9, 9]
EXTRA_SLOT_NAMES = ["Legs", "Hands", "Feet", "Neck", "Waist", "Ring"]

CURSED_WEAPONS = []
CURSED_ARMOR = [30]
CURSED_COLOR = 30

SWITCH_EQUIP_WEAPONS = []
SWITCH_EQUIP_ARMORS = [ [28,30] ]

end


Also, I have the BOF Weapon Skills script, the Weapon Unleash script, and the HP/MP Equip Offset script all beneath your Multi-Slot script, but I don't really see anything in those that would interfere with that specifically. Any other thoughts? Thanks a ton for your help!

-Tar



It's the HP/MP Equip Offset's fault. you are probably using version 1.2
there was a link to v1.3 that fix this bug (its on the 5th post, not in the main) here: http://www.storymasterq.net/rmvx/scripts/M..._MMOES_v1.3.txt
So multislot and HP/MP are almost 100% compatible (as for now)
storymasterq
So does it work now? biggrin.gif
Lettuce
:<!
I can't change actor's class when using this script~
I'm thinking it's something to do with this method:

CODE
  def class_id=(class_id)
    # Perform the original call
    ms_actor_class_id=(class_id)
    return if extra_armor_slot == 0  # Only if no additional slots
    # Sort through slots
    for i in 5..armor_slot
      change_equip(i, nil) unless equippable?(equips[i])
    end
  end

please help <3
DerVVulfman
Hey, Lettuce. Been a while since I heard from ya. Same Lettuce from the other sites, right?

I got it figured out, and yes... it is related to that method. I am at a friend's computer right now, so I don't have my demo available to re-upload. But if I told ya what I did to fix it... you'd laugh.

I'll try to remember to upload it tonight.
Lettuce
Yep, same Lettuce =P

And I'm also banging my head for not noticing something so simple XD

\(*=*)/
Hanmac
@DerVVulfman: can you post a list of features?
DerVVulfman
I ripped this from the 'Credits' page which is clickable on the main post:

CODE
#==============================================================================
#
#
#   CONFIGURABLE:
#   * Create new armor slots and name them.
#   * Define 'Cursed' weapons and armor and a special 'color' for its display.
#   * Enable 'Switched' equipment, usable for disguising 'Cursed' equipment.
#
#   IN GAME:
#   * You can re-order and rename your slots for each character.
#   * You can change a character from a 'dual-wielder' to 'sword/shield' user.
#   * You can reset all this back to the 'configured' settings in-game.
#
#   NOT INCLUDED (from Guillaume777's original RMXP system):
#   * Custom Fonts in window               - That actually confused some people
#   * New Weapon Slots                     - Anyone have MORE than two hands?
#   * Two-Handed and Double Attack weapons - Already built into VX
#   * Off-Hand and Off-Hand penalties      - Possible upgrade. Lefthanded???
#   * 'Stretched' Status Window            - Possible upgrade.
#
#==============================================================================
thinkabout
Is there any way to have extra slots for each actor?
Like, for example, I have a human and a dragon in the party. So the human will have the Boots slot, but the dragon wont.
DerVVulfman
Yes. You can specify different armor slots and even individual armor slot names for each actor.

I believe the demo includes an example of such a function. I modeled the demo after Guillaume777's original demo.
MysteryMan23
I found a bug in the script; you can't remove equipment without replacing it with another piece of equipment. Rather annoying. Fortunately, I have yet to use it in a "serious" project.

Still, this is pretty good. I probably will use it once that bug's fixed.
Mr_E_Man
QUOTE
I found a bug in the script; you can't remove equipment without replacing it with another piece of equipment. Rather annoying. Fortunately, I have yet to use it in a "serious" project.

Still, this is pretty good. I probably will use it once that bug's fixed.


What other scripts are you using in conjunction with multi-slot? I'm using this script and I swap out equipment for nothing all the time.
DerVVulfman
blink.gif Yeah... I'm curious too...
Mr. Bubble
Thanks for making this. I love how easy it is to configure.

I've come into a predicament though. Is there anyway to make it so an Actor cannot equip the same item from the same pool of items?

ARMOR_KINDS = [0, 1, 2, 3, 3, 3]

It's simply 2 extra Accessory slots, but the actor can equip 2 or more pairs of Fairy Shoes which is weird. Is there any way for that kind of restriction to be put in or will I need to ditch the generic accessory slot and make more specific slots?
Makaveli
Wow this is great. I'm looking foward into checking it out, messing with it, ruining it and trying to fix it while having no idea whats really going on.
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