Equip Manager

This script revises the way equipment slots are handled, as well as re-defining the built-in “equip type” system. You have full control over your equip slots and is not bound to the default slots.

Script Download: http://db.tt/66WWsCMq

Features

Custom equip types

Define your own equip types. “Weapon” is too generic? Create equip types that reflect what your equip slot will take.

Custom equip slots

Customize equip slots for each actor. This can be based on actor, or class, so that changing classes may result in different equip slots. You can have a limitless number of equip slots.

Equip Type Mapping

You define what an equip slot will take, using an easy and intuitive interface provided by the editor (after setting up the script). You can say an equip slot only takes “Swords” and “Katana”, or you can create a slot for a “Bow” and another slot for “Arrows” and setup your database so that you have a “Bow” weapon type and an “Arrow” weapon type (shown above)

An equip slot is no longer limited to just weapons or just armors. Instead, you may mix them together! Native support for “free hands”, for example:

By combining all of these features, you have a fully customizable equip slot system for each and every actor (or class)

Usage

Instructions are in the script.
Note-tags of interest:

Setup your initial equips, according to your custom equip slots, using “w” for weapon, “a” for the armor, and the database ID. Use 0 if you don’t want anything in that slot.

<init_equips: w1 a2 0 0 a45 ... >

Setup your equip slots, providing regular and dual-wield slots. Can provide any number of slots based on equip type ID.

<equip_slots: 0 1 2 3 4 5 6 ... >
<dual_slots: 0 0 2 3 4 5 6 ... >

Your actor must be able to equip a weapon/armor type in order to actually equip something, even if the equip slot allows you to equip it.

Keep in mind that “equip type” is no longer used. You must change your armor database and set all of the armors to use an appropriate “armor type”.

About HimeWorks

Programmer, Software Developer, Gamedev. Currently focused on game development in RPG Maker. I offer plugins, tutorials, videos, and other materials at HimeWorks.
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2 Responses to Equip Manager

  1. Andar says:

    Hi Tsukihime,

    with this you can set up actors or classes that have mixed or multiple slots for weapons. How does that combine with dual wield, which is also supported?

    Is there a difference between having two weapons equipped without dual wield and having two weapons equipped with dual wield? Are only the weapon’s features and parameters added or are there other effects?

    I’m considering to “abuse” the dual-wield-feature by making the dual-wield-slotlist larger, and then having the dual-wield-feature added to the actors by either some equipment or a state, adding more slots for a limited time/while in special story chapters. But that will only work if the dual-wield-effect is limited to slots, without having other effects…

    • Tsukihime says:

      There is nothing special about the dual wield slot feature: it simply changes the slot types. When it comes to equips, it’s just the stats and features from each equip (by default)

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