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Yanfly
Extra Equipment Options
Last Update: 2009.06.01
By: Yanfly Engine ReDux

Introduction
This is a rewrite of my former Extra Equipment Options script so if you have that one, discard it and use this one. This script provides equipment more flexibility and options.

BONUS STATS
By default, VX gave equipment a maximum stat increase of 500. For those who love insanely huge numbers or has a game that provides insanely huge numbers, equipment creation becomes a problem. The script allows you to bypass the maximum increase and also allows you to give equipment stat boosts to MaxHP, MaxMP, Hit, Eva, Cri, and Odds, which weren't originally available.

TRAITS
Some equipment traits were limited to just weapons or armours. Some weren't even available at all. Equipment traits will allow you give weapons and armour more traits than what was originally available for them such as autobattling and auto-states.

REQUIREMENTS
If you don't want equipment to be worn immediately right away, you can set certain requirements on them to be met first before allowing actors to wear them. Should at any time the actor fall below the requirements, the pieces of unwearable equipment will be purged.

CURSED ITEMS
Some items can now curse equipment slots. If a piece of equipment is cursed, the player cannot unequip it until the actor is purified or an event manually changes the equipment worn.

Screenshots


Script
Click here to view the main script.

Instructions
Since there's a couple of important features, I'll use screenshots to explain everything.

---------



The default database editor limits you by only allowing you to edit the four core stats and then hit or evasion depending on whether it's a piece of weapon or armour. On top of that, it limits you up to 500 stats maximum, which isn't enough for those who want to create an RPG using hugenormous numbers like Disgaea. This script allows you to bypass that limit in addition to letting you adjust stats for MaxHP, MaxMP, Hit, Eva, Cri, and Odds.

<bonus stat +x>
Input this tag into your equipment's notebox and it will raise the stat by x amount. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds. Use "-" if you would like to have a negative decrease.

<bonus stat +x%>
Input this tag into your equipment's notebox and it will raise the stat by x percent. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds. Use "-" if you would like to have a negative decrease. <bonus atk +5%> will increase atk by 5%.

---------



Equipment can now have extra traits. Before, weapons were limited to fast attack and dual attack. Armours were given prevent critical, half MP cost, double exp gain, and automatic HP recovery. These two never crossed traits before. However, neither of them had auto battle, super guard, or pharmacology. By giving the pieces of equipment bonus traits, the actors wearing them can attain those traits without restriction. In addition to traits, there are auto-states, states that are automatically applied to the actor once the piece of equipment is worn.

<bonus trait x> or <trait x>
This will allow you to give your actors specific traits when equipping a piece of equipment. Add more of the tag to have more traits. Traits are as follows:

* auto battle => Makes the actor automatically fight in battle
* super guard => Gives the actor more damage reduction when guarding
* pharmacology => Items used by the actor give double effect
* fast attack => Actor attacks faster in battle
* dual attack => Actor attacks twice in battle
* prevent cri => Actor cannot suffer critical hits
* half mp cost => Actor consumes half mp when casting skills
* double exp => Actor gains double exp in battle
* auto hp rec => Actor regenerates HP in battle

---------



For those who don't want players starting off and buying ultra uber weapons, you can impose requirements on them. Having more or less than a stat can restrict the actor from being able to wear the said piece of equipment. You may also set switches as requirements, too.

<require more stat x>
This will cause the piece of equipment to require more than x amount of stat before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds.

<require less stat x>
This will cause the piece of equipment to require less than x amount of stat before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds.

<require switch x> or <require switch x,x>
This will cause the piece of equipment to requires the switches x to be on before it can be worn. To require multiple switches, add more tags or use the x,x tag instead.

---------



There is also a cursed item property now, too. Equipping a cursed item will prevent that piece of equipment from being unequipped until the actor is purified (freed of all curses) or until an event manually takes off the cursed item. In the event that an actor is purified, the cursed piece of equipment stays on and the stats are usable. However, the actor is able to unequip it. Once the actor takes it off and puts it back on, the actor is cursed once more.

<cursed item>
When the actor equips this item, the equipment slot will become cursed until the item is unequipped through an event or a purifying item is used on the actor. Once purified, the cursed equipment will still be on the actor, still provide stat bonuses, but can be finally unequipped. Note that actors only become cursed when the player equips the item. If the item is equipped via event, it will not be cursed. You can also force curse a slot by using the following event script: $game_actors[1].set_cursed_slot(0)

<purify item>
NOTE: This is for usable items only. This will completely uncurse the target ally and any cursed equipment previously on the before-cursed ally can now be unequipped. Cursed equipment stat bonuses still remain. For those who would like to event script purification, it's $game_actors[1].purify_curses

———
IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!

Compatibility
- Works with KGC EquipExtension and Extended Equip Scene.
Please report any compatibility issues and I'll try my best to fix them.

Terms and Conditions
Just give credit where due.

Credits and Thanks
- A fixup for an old and buggy script. (ノ-_-)ノ ~┻━┻

Originally Found Here: Here
The Wizard 007
Yerd, enough with all the scripts already! You're making it difficult to finish my games!

(eagerly awaits more of Yerds' scripts)

This is a very good idea though and will make customization that much better. Thanks.

Yanfly
Updated with a small new feature.

<bonus stat +x%>
Input this tag into your equipment's notebox and it will raise the stat by x percent. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds. Use "-" if you would like to have a negative decrease. <bonus atk +5%> will increase atk by 5%.
Garlyle
Once again, I <3 You.
Progsis
Does purged mean the item is unequipped or destroyed?

I tried checking by having an event level me, but it gave me this error:

Script 'YERD Extra Equipment Options' line 370: NoMethodError occured.

undefined method `maxhpset' for #<Game_Actor:0x1705b50>


maxhpset(newvalue)


Am I missing anything?
Yanfly
Good catch. Here's the fix. =]
http://www.pockethouse.com/rpgvx/scripts/e...mentoptions.txt
thefuneralpyre666
I'm loving the script...but I had an idea for a sort of....negative effect for equipment (mainly weapons)...Weapons causing the drain of hp/mp upon use maybe? Not sure if it'd be doable with the current tags available, and my scripting talent is nil. Just a thought to add further variety to the equipment database.
nevious
another good thought would be if the item is cursed and gives bad stats untill purified and becomes good stats or even great stats that way it gives the player a more of a push to get the item purified.
ddgrimm
I was wondering is it possible to change the EXP gain to say Double (which is already there) then Triple and Quad and Half EXP gain aswell? I'm kind of needing to do that. However everything else is there, and it's an awesome script biggrin.gif
Yanfly
QUOTE (ddgrimm @ Jun 4 2009, 09:55 AM) *
I was wondering is it possible to change the EXP gain to say Double (which is already there) then Triple and Quad and Half EXP gain aswell? I'm kind of needing to do that. However everything else is there, and it's an awesome script biggrin.gif

I'd rather not mess with triple and quadriple experience gain due to how messy it can get (overwriting basic definitions). You're best off working with double experience.
BasharTeg6
I would absolutely LOVE if you added a feature that would apply a state to the actor when an item is equipped. For example, if you equip "Poison Armor" and <state_add X> (where X is the state ID) is in the comment box, it causes the actor to be poisoned until he unequips it. Same thing for positive states like "DEF up."

You would really make my day if you implemented that smile.gif

EDIT: Doh, I just read over the script again and saw auto-states. Well done smile.gif

EDIT2: The states seem to work okay but the system doesn't seem to recognize them as states any more. I'm trying to use the states in a conditional branch but it won't work sad.gif
Kinerex Shiomi
QUOTE (nevious @ Jun 4 2009, 06:19 AM) *
another good thought would be if the item is cursed and gives bad stats untill purified and becomes good stats or even great stats that way it gives the player a more of a push to get the item purified.



thats a beast idea man, you have good ideas.
buny
Are this work on ABS??

wow..
every script you post is GREAT
an 90% people read this will use it....

I love kind of usefull people...
yeah....
Twilight
The script was built on the Default Battle System so chances of it working with the ABS are slim. You can probably modify it to work with it though.
Meteor95
How can I change the Equipment Menu like you in the picture,I've already paste your script into my game,i test cursed items and it's works wonderfully but the equipment menu didn't change anything
HeroOfHyla
Kinerex: your signature is huge, I'm sticking it in a spoiler tag.
Twilight
This script doesn't alter the equip menu, it alters the equipment itself.
Try looking for KGC Equip Scene
Shanghai
QUOTE (Meteor95 @ Jul 23 2009, 08:16 PM) *
How can I change the Equipment Menu like you in the picture,I've already paste your script into my game,i test cursed items and it's works wonderfully but the equipment menu didn't change anything

You probably want to look for this script.
Kinerex Shiomi
QUOTE (HeroOfHyla @ Jul 26 2009, 06:31 PM) *
Kinerex: your signature is huge, I'm sticking it in a spoiler tag.



how dare you??? lol
FauxMask
Gotta say I love the script! Keep up the amazing work!!

And if I may, I have a request. Tis a simple one too thumbsup.gif

With this script, we have the option of not being able to wear certain armor without a certain switch being on, which is good, thats what I want. However, in my game where one cannot (at the moment, should not) wear a helmet without already wearing armor, I find it nessessary for there to be the option that by wearing a certain piece of armor, a certain switch is turned on, and is turned off when the armor is un-equipt.

Believe it or not, this feature is extemely vital to the story of my game and so I am humbly requesting of this simple added script. Im sure it would be easy to do, but I myself cannot script sweat.gif


Thank you for reading this and thank you even more in advance if you decide to kindly help biggrin.gif

I thought about it, and that actually wouldnt work enough for my game pinch.gif

In my game, the main characters wear a super suit kind of deal. The suit (armor) is just pretty much useless unless it has a silicone chip (helmet) inserted in it (so the player has to wear the suit AND the chip to be defensive. He can wear the suit (armor) alone, but he cant wear the chip alone (helmet).
Long story short, I thought about it, and I would actually require a script that lets you not be able to equipt a certain helmet (chip) on someone unless that same person is wearing a certain armor (the suit).

I think ti would be a great feature to this script if one cant wear a certain armor without already wearing a different one.

Sorry for all the confusion.

Thank you for reading this and thank you even more in advance if you decide to kindly help biggrin.gif
Shanghai
Switch options are already included. Read the instructions inside the script.

QUOTE
# <require switch x> or <require switch x,x>
# This will cause the piece of equipment to requires the switches x to be on
# before it can be worn. To require multiple switches, add more tags or use the
# x,x tag instead.


For the chip related stuff, you can do that with the switches, too, using a bit of eventing.
FauxMask
QUOTE (Shanghai @ Jul 28 2009, 09:00 PM) *
Switch options are already included. Read the instructions inside the script.

QUOTE
# <require switch x> or <require switch x,x>
# This will cause the piece of equipment to requires the switches x to be on
# before it can be worn. To require multiple switches, add more tags or use the
# x,x tag instead.


For the chip related stuff, you can do that with the switches, too, using a bit of eventing.

You misunderstand, Im was asking for armor to have the ability to ACTIVATE switches when you wear them, not require the switches TO wear them.

But that wouldnt help me after all xD Now Im asking for the feature of specified armor not being equipable unless you are already wearing another specified armor (helmet or otherwise).
Shanghai
Just run a parallel switch to check that if an equip is worn, turn on the switch, then. There's no need to request something that can be done otherwise with events.
FauxMask
QUOTE (Shanghai @ Jul 28 2009, 09:47 PM) *
Just run a parallel switch to check that if an equip is worn, turn on the switch, then. There's no need to request something that can be done otherwise with events.

The problem with that is that would allow anyone to wear the equip, not just the person who turned on the switch.

Lets say equipment A has a setting s that it cannot be worn unless Switch 1 is on and that the game is evented so that by wearing equipment B, Switch 1 is turned on.

If Player A wears equipment B, then she can also wear equipment A. By her wearing equipment B, Switch 1 is on.

However, that makes it so that Players B,C, and D can also wear equipment A without wearing equipment B, since Player A is wearing equipment B. And there in lies the problem. Im asking for a script that is player specific, so that if Player A wears equipment B, she can wear equipment A also, BUT the other players cannot wear equipment A.

I hope that wasnt too confusing. But yeah, I am pretty sure you cant event that, at least not without blowing your mind first.
Shanghai
If you need to do something as complex as that, make those equips limited to just ONE character, use separate switches for each, and whatnot. You're making things way too complicated for an RPG and for a "feature" that is completely unnecessary.
FauxMask
QUOTE (Shanghai @ Jul 29 2009, 02:47 PM) *
If you need to do something as complex as that, make those equips limited to just ONE character, use separate switches for each, and whatnot. You're making things way too complicated for an RPG and for a "feature" that is completely unnecessary.

I thought the point of making scripts is to make things that aren't otherwise possible, possible. And I know it may sound very silly, and very unnessessary, but believe it or not, this is very nessessary for my game, as well as this would add a whole new element to "Extra Equipment Options". Having the option for certain armors to not be equippable unless the player is wear other specified armors could actually open many doors for game makers, and isnt as far-fetched as it may sound.

Take for instance, a game where there is a fabled legendary full suit of armor (everything from the helm to the torso piece, to the gem necklace). The main character can find the many pieces of armor separated throughout the land, but cannot wear even one of them unless all the others are worn as well.
On a much smaller scale, the option for one piece of armor (helmet for example) to not be equippable unless another specified one is already worn is essentially the same thing.

Even if it is a little thing, it is all those many different "little things" that make a great game great.
storymasterq
This will be my first post in a long, long time, so bear with me.

This script is like a super charged version of a script I once made, the Offset Equipment Script. So much so that I abandon pride and will be using this one for my game. One feature I miss from my own script that I can't found in this one is the ability to show the MaxHP and MaxMP changes when equipping equipments. I tried taking just those parts from my script and inserting them into yours and it works! biggrin.gif I guess I haven't lost my scripting touch.

That said, there are a couple of things that bug me.
First, is that the way you add the bonuses, especially the percentage ones, doesn't match mine. I believe mine is more logical. Here's an example:
Suppose the actor has exactly 1000 for his MaxHP.
If you put on an armor that gives a bonus of +100MaxHP, his MaxHP is now 1100.
If then you put on a helmet that gives a bonus of +100%, his MaxHP is now 2200.
This is wrong. The correct number should be 2100, which is 100% of the BASE MaxHP plus the bonus of the armor, +100 MaxHP. This is because, if you do have it on 2200, and you remove the armor, the MaxHP will go down to 2000 (which is correct, since he now only have a +100% of 1000 MaxHP), but it will be inconsistent since the armor gives +100 MaxHP when worn, but -200 MaxHP when unequipped.
This could lead to confusion, especially when combined with your <require more> option. Suppose another piece of equipment has a <require more hp 2050>, that piece of armor will be automatically removed since the MaxHP drops to below 2050, even though you unequipped a +100MaxHP item while having a 2200MaxHP. Said confusion can become a severe headache when multiple equipment with multiple bonus tags come into the picture.
I have done numerous tests on how a stat should increase or decrease when offset by a percentage, and I can tell it's easy to be misled. I believe that the best approach should be that the percentage bonus should be calculated from the actor's BASE stat, not their CURRENT one. From what I can see in a glance, this...bug, if you want to call it that, appears because you applied the percentage bonus right after the set amount bonus, and calculated the percentage accordingly.

The second thing that strikes me odd is that your tags only work when they're in all uppercase or all lowercase. As you can see from my example above, I write MaxHP with camelcase, which is easier for me to read. You should sanitize your input by making them all lowercase or all uppercase before using the RegEx to check the tags. Users should be free to write the tags their own way, shouldn't they? laugh.gif

Other than those two, I find this script to be an excellent replacement for my old, defunct one. You even already solved the "minimum requirement" feature that I was just about to research. Oh, and speaking of that, how about finding a way to add "Level" as another stat to have a minimum requirement? Just a suggestion.

Keep scripting!
Cheers,
SQ
icecold49
Wow this is cool. I love the cursed item feature. Reminds me of playing dragon quest and nearly crapping my pants when you find out you equipped a cursed item. Thank you for this wonderful script.
buny
There is requierements....
how can we know it when at game?
weapon, shop?

i mean,
how can we know what is the requierements in the game....
FireRMVX
Hmm... I wonder...

I think this is what cmpsr2000 needs to make the quiver for his (or her, I don't know Q-Q) disposible ammo system, Hmm... Is that possible to do? Make it a quiver and that's how you hold the ammo for your gun or arrow? Thanks if you can, boo if you can't.
deathonceagain
I think it's good, but I have a request please.

In the current system, the requirement sees the "equipped" actor.

For example:

An actor have a base agility: 30
An armor (A) have a requirement: agi more than 32, and gives 25 agi

The item didn't show,
but when you use another armor(a) with +5 agi,
Your agi becomes 35

The armor (A) showed up, and later on you can replace (a) with (A)
But your base agility never was 35, it is 30 when you put (a) off.
So, the requirement is flawed, since you can use the armor (A) when you have another armor giving you the requirements.

All I want to ask:
How to get the requirement from the pure actor parameters (without current equipped armors/weapons bonuses)?
maeth42
I would like to try this, however all links to the script give a 404 error.
dz0099
QUOTE (maeth42 @ Jun 16 2010, 04:34 PM) *
I would like to try this, however all links to the script give a 404 error.


All of these scripts are being remade. Check out http://wiki.pockethouse.com/index.php?title=Main_Page for the current version.
Talos15
QUOTE (dz0099 @ Jun 17 2010, 11:43 PM) *
QUOTE (maeth42 @ Jun 16 2010, 04:34 PM) *
I would like to try this, however all links to the script give a 404 error.


All of these scripts are being remade. Check out http://wiki.pockethouse.com/index.php?title=Main_Page for the current version.


Is it this one: http://wiki.pockethouse.com/index.php?titl...ipment_Overhaul? I want to verify before I start adding anything in my game.
LordHeinrich
YEM Equipment Overhaul seems to be an updated version of this script as it seems to have all the features plus a few more. I recommend it, however, the script may need some modifying if you using something other than Yanfly Engine Melody. If you want a similar script but without the aptitude system that works at least for the default system, you can try this one:

http://www.megaupload.com/?d=6X73HCCG

you can read info on it in this thread:

http://www.rpgrevolution.com/forums/index....showtopic=44348

It's modeled after the FFIX menu system and has extended compatibility for KGC Equip Learn Skill system. It's in release candidate stage, meaning that it appears to be bug free.
Talos15
QUOTE (LordHeinrich @ Sep 5 2010, 02:52 PM) *
YEM Equipment Overhaul seems to be an updated version of this script as it seems to have all the features plus a few more. I recommend it, however, the script may need some modifying if you using something other than Yanfly Engine Melody. If you want a similar script but without the aptitude system that works at least for the default system, you can try this one:

http://www.megaupload.com/?d=6X73HCCG

you can read info on it in this thread:

http://www.rpgrevolution.com/forums/index....showtopic=44348

It's modeled after the FFIX menu system and has extended compatibility for KGC Equip Learn Skill system. It's in release candidate stage, meaning that it appears to be bug free.


Well I'm not using the Yanfly Engine Melody and I don't plan to use the aptitute system anyway. So far it has been very useful in my game so far. But I will check out what you've linked and see if its ever better than what I got implemented in my game. Thanks.
kiratzo
WTF guys i cant download the script why
after i go to that link http://www.pockethouse.com/rpgvx/scripts/e...mentoptions.txt i dont see anythink for download or just an TXT
what is the problem ???

I want the cursed system cause i want my actors after equiped a ring to not be able to remove it again
Kread-EX
Pockethouse no longer exists and YERD scripts aren't supported anymore. Here's a compilation of all YERD scripts, courtesy of Yami: http://www.files.evoxy.net/users/yami_vp/R...YanflyREDUX.zip.
kiratzo
What can i say.... Thank you very much kread-EX smile.gif
Devdraco
I guess it's cool how the blog is marked private. Can't access it at all. No access, no script.
Kread-EX
I guess it's cool how certain people can't read two posts above.
http://www.rpgrevolution.com/forums/index....st&p=506236
Devdraco
QUOTE (Kread-EX @ Jun 20 2011, 02:29 PM) *
I guess it's cool how certain people can't read two posts above.
http://www.rpgrevolution.com/forums/index....st&p=506236


I don't need the insult, but thanks for the link. Nothing else.
Kread-EX
An insult? I simply copied your sentence structure verbatim to emphasize how you posted without reading the topic. While it could have been understandable if said topic was 74 pages long, this one contains only 3 pages.

QUOTE (The Rules)
Search, Search, Search

Try using the search tool before asking a question. Also, please read the entire script topic before requesting support. Odds are that your question has been asked, and maybe even answered before.
http://www.rpgrevolution.com/forums/index....st&p=454756

No insult there.
dracoseeker1
this is a very nice script, yanfly. But before i download it, would you be so kind as to add a new feature? Perhaps a setting that lets a armor or shield be weak to a certain element? or have you already added that? I'm not sure. If you could do that it would be a perfect script
thumbsup.gif
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