Yanfly Ace Equip Engine- Items that add equip slots?

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Started by Amendment50 12 posts View original ↗
  1. So I love the way the Ace Equip Engine works, but as far as I can tell, there is no way to add additional equip slots through items or equipment.

    Is it possible to change or add something to the script that would allow me to add notetags to armor that would add extra equip slots when equipped?
    For example, the item I am looking to add is a backpack, which is equipped on the body and adds two additional accessory slots. Is something like that possible?
  2. Amendment50 said:
    So I love the way the Ace Equip Engine works, but as far as I can tell, there is no way to add additional equip slots through items or equipment.

    Is it possible to change or add something to the script that would allow me to add notetags to armor that would add extra equip slots when equipped?

    For example, the item I am looking to add is a backpack, which is equipped on the body and adds two additional accessory slots. Is something like that possible?

    Well you can assign switches to the equip slots I believe using his script, then make the use of the item turn on said switch. If you want it strictly Actor based, you'll want to make multiples of the same equip slot, this way you can assign each one its own switch, to indicate which Actor should get said slot, but neverless should be very doable.

    If items only work for specific char, and each char has their unique slot set, there's no need for even making multiples, because only a specific Actor can earn that slot anyway.
  3. You can add different weapon and armor slots with the Ace Equip Engine. In the script Under this (line 187)

     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

        # Adjust this array to set the default slots used for all of your actors

        # and classes if they do not have a custom equipment slot setup.

        DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 4, 4]

        

        # This hash adjusts the new equip types (past 4+). Adjust them to match

        # their names properly. You can choose to allow certain types of equipment

        # be removable or not, or whether or not optimize will affect them.

        TYPES ={

        # TypeID => ["Type Name", Removable?, Optimize?],

               0 => [   "Weapon",       false,      true],

               1 => [   "Shield",           true,      true],

               2 => [ "Headgear",       true,      true],

               3 => [ "Bodygear",       true,      true],

               4 => ["Accessory",       true,     false],

               5 => [    "Cloak",          true,      true],

               6 => [ "Necklace",        true,      true],

        } # Do not remove this.

     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     

    If you wanted to add new slot types like for example:

     7 => [ "Belt",                      true,      true],

     8 => [ "Accessory 2",       true,      False],

     

    or what you like to add.
  4. Xanthippe said:
    You can add different weapon and armor slots with the Ace Equip Engine. In the script Under this (line 187)

     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

        # Adjust this array to set the default slots used for all of your actors

        # and classes if they do not have a custom equipment slot setup.

        DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 4, 4]

        

        # This hash adjusts the new equip types (past 4+). Adjust them to match

        # their names properly. You can choose to allow certain types of equipment

        # be removable or not, or whether or not optimize will affect them.

        TYPES ={

        # TypeID => ["Type Name", Removable?, Optimize?],

               0 => [   "Weapon",       false,      true],

               1 => [   "Shield",           true,      true],

               2 => [ "Headgear",       true,      true],

               3 => [ "Bodygear",       true,      true],

               4 => ["Accessory",       true,     false],

               5 => [    "Cloak",          true,      true],

               6 => [ "Necklace",        true,      true],

        } # Do not remove this.

     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     

    If you wanted to add new slot types like for example:

     7 => [ "Belt",                      true,      true],

     8 => [ "Accessory 2",       true,      False],

     

    or what you like to add.
    The OP Isn't asking if slots can be added in general, the OP is asking if slots can be added to a actor, during gameplay, by use of a item, so this would require assigning a switch to the slot, which you're showing the wrong part of the script for such.
  5. oops, your right, I misread what he was asking. My bad
  6. Hmm... it doesn't seem that you can store equip slots to switches.

    This is the only part of the script that refers to switches:

     #--------------------------------------------------------------------------

        # - Equip Custom Commands -

        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

        # For those who use scripts to that may produce unique effects for

        # equipping, use this hash to manage the custom commands for the Equip

        # Command Window. You can disable certain commands or prevent them from

        # appearing by using switches. If you don't wish to bind them to a switch,

        # set the proper switch to 0 for it to have no impact.

        #--------------------------------------------------------------------------

        CUSTOM_EQUIP_COMMANDS ={

        # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],

          :custom1 => [ "Custom Name",            0,          0, :command_name1],

          :custom2 => [ "Custom Text",            13,          0, :command_name2],

        } # Do not remove this.

     #--------------------------------------------------------------------------

     

    Looks like it is not designed to set switches to equip slots, but rather to custom commands for people using other scripts that affect equip slots. So it doesn't really do what I need.
  7. Amendment50 said:
    Hmm... it doesn't seem that you can store equip slots to switches.

    This is the only part of the script that refers to switches:

     #--------------------------------------------------------------------------

        # - Equip Custom Commands -

        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

        # For those who use scripts to that may produce unique effects for

        # equipping, use this hash to manage the custom commands for the Equip

        # Command Window. You can disable certain commands or prevent them from

        # appearing by using switches. If you don't wish to bind them to a switch,

        # set the proper switch to 0 for it to have no impact.

        #--------------------------------------------------------------------------

        CUSTOM_EQUIP_COMMANDS ={

        # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],

          :custom1 => [ "Custom Name",            0,          0, :command_name1],

          :custom2 => [ "Custom Text",            13,          0, :command_name2],

        } # Do not remove this.

     #--------------------------------------------------------------------------

     

    Looks like it is not designed to set switches to equip slots, but rather to custom commands for people using other scripts that affect equip slots. So it doesn't really do what I need.

    Ok didn't have the script actually open, and didn't remember that was for commands, and not slots, my bad

    Even so, with how nice, and neat Yanfly's script is, it shouldn't be hard to add the ability to enable switch assigning to equip slots, so hopefully someone will do a addon for you. I know scripting fairly well, but I'm not confident with scripting from scratch, so I'm not much help here, sorry.
  8. Thanks- this should work perfectly for items.

    How should I go about this with armor equips though? I tried to use your equip events script along with your dynamic equips as was discussed in the discussion you linked to, but I am getting a "NoMethod" error on line 215 of the core script... do you know what may be causing this? I even tried removing the Ace Equip Engine but the error remains.

    To be clear, I am using the following scripts in the following order:

    Yanfly's Skill Cost Manager (I doubt this is causing it because it doesn't involve the equip screen)

    Casper Gaming's Skill Shop (I doubt this is causing it because it doesn't involve the equip screen)

    Core Equip Slots script

    Equip Events

    Dynamic Equips

    Custom Equips

    Tag Manager

    Common Event Manager

    Use Condition Tags

    and all the scripts required for GubiD's Tactical Battle System, though again, it doesn't involve the equip screen for the menu so it probably isn't affecting anything.
  9. What is line 215?
  10. Sorry, 275, not 215.

    271 to 276 are:

      #-----------------------------------------------------------------------------

      # Replaced. Etype ID's are pulled from the slots themselves

      #-----------------------------------------------------------------------------

      def equip_slots

        @equips.collect {|slot| slot.etype_id } 

      end
  11. See if the equip scripts work in a new project and then see if it works with gubid's.