Equip Manager

● ARCHIVED · READ-ONLY
Started by Tsukihime 17 posts View original ↗
  1. The Equip Manager is no longer supported.

    If you would like more advanced equip management functionality consider the Core Equip Slots package.

    Equip Manager

    -Tsukihime

    Overview

    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.

    Download

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

    Compatibility

    This script overwrites many slot-related methods.

    However it appears to work with Yanfly's Ace Equip Engine so it doesn't seem too bad.

    Report incompatibilities and I will see if there is a way to address them.

    Equip-related event commands may not work correctly.

    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.


    Code:
    <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 (Add feature => equip weapon/equip armor)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".

    equipManager3.jpg

    Features

    It provides the following 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.

    equipManager4.jpg

    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.

    equipManager2.jpg

    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:

    equipManager1.jpg

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

    Extensions

    The configuration may not seem intuitive, but it is designed that way to support further extensions to this script. For example, equipping an item. Further features will be added in the future, related to equip slot management.

    I will need to provide extensions to the existing event commands that deal with equip slots, because they assume the default equip slot system which is incompatible with this script.

    Feedback

    Suggestions and comments regarding usage are welcome. Ideas also.
  2. Hi, I'm having a problem getting this script to run. I get a No Method error, undefined 'empty?' for nil:nilclass

    This is line 179 in the unedited script, the section headed 'Dual Wield Equip Slots', where it calls your equip notetags.

    It doesn't seem to matter what I do - I've changed and triple-checked the setup of my characters and the script. When I couldn't figure it out, I just copied the script into a new project and ran the game, and got the same error.

    Any ideas what I'm doing wrong?
  3. ok, i'm persisting with the New Project approach, purely for testing. I've note tagged my only character with <equip_slots: 0 1 2 3 4> and <dual_slots: 0 0 2 3 4>. Now when I playtest, i get an error for the same line saying:

    undefined method 'empty?' for #<MatchData "<equip_slots: 0 1 2 3 4>" 1:"0 1 2 3 4">
  4. I am not sure when the issue was introduced but I have fixed it now.


    Thanks for the report.
  5. Great! Thanks. That seems to work now.

    However, something that you might want to look at:

    I made a char that could equip all 10 weapon types, just to test. For some reason I found that they could not equip bows. Everything else worked. So I made an 11th weapon type to try to get round it and added that weapon type to the weapon slot in the script and still couldnt equip it. The only way I could equip it was to change one of the othe weapon types to 'bow' (i'm not using all 10).

    Maybe your script ignores weapon type 6? It also doesn't seem to allow for additional weapon types past 10.

    Hopefully that's helpful. The script is really good and I should finally be able to do my equips how I want them!
  6. Can you upload a demo or something I am not sure how to set it up.
  7. Set what up? I haven't looked into uploading stuff yet, and i don't really want to get into that right now.

    Are you able to equip weapon type 6 or have more than 10 weapon types using the script? If yes, then its a bit weird, but not a script problem, just my game. But I can get round it by just not using weapon type 6 so its ok.
  8. Did you set up the Etype_Map properly to support weapon types 1 through 10?


    Did you add the "equip weapon" feature for all 10 types to your actor or class?
  9. Yes I have done that. Bow (weapon 6) was the only one it didnt work for. On any character. I added weapon 11 to the etype and the equip list and the etype list in the script and it didnt find that either.
  10. Equip type is for creating a slot and giving the slot a name.

    Etype Map specifies which weapon types and armors types can go in that slot.

    The actor will need to be able to equip that weapon type in order to actually equip it. This allows you to use the same slot but filter it based on the actor's specific abilities.

    Maybe you can copy paste your setup? My weapon slot looks like

    Code:
    Etype_Map = {      0 => { :wtypes => [1,2,3,4,5,6,7,8,9,10],             :atypes => [5,6]           },
    So I can equip weapon types 1 to 10, along with the shields 5 and 6.
  11. ok there was a mistake in my script. even though id checked it 100 times. i was working on 2 projects at once to test it and there was a different error on each. on one i'd left out the 6th wtype, and on the other i hadn't added the 11th. I guess i was testing with the wrong one each time.

    you can indeed use new wtypes too.

    Conclusion: you rule, i'm an idiot.
  12. I am getting a script error: (script Equip Manager line 234: NoMethodError occured. undefined method 'scan' for nil:NilClass)

    that is my error.

    Can you help me?

    Edit:Where do I place it?

    Sincerely, Alex Magnie
  13. I would consider using this script: Core Equip Slots


    The equip manager is not something I am planning to provide support for.


    If there is a specific feature that you want from it you can request it.


    Most of the functionality provided by this equip manager is already available in newer scripts I wrote.
  14. I just want to Dual Wield for now.

    In what order do I post your scripts?

    Edit: I tried it with and without the Core Equip Slots!

    Sincerely, Alex Magnie
  15. You can dual wield by adding the "dual wield" feature to your actor through the database.


    It is "slot" feature.
  16. It wont work!

    Equip Manager comes up with the above error.

    Sincerely, Alex Magnie
  17. As I said, equip manager is not going to be supported. Use the built-in feature or core equip slots to set up your actor's equip slots