Yanfly Equip Requirements Help/Mod

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Started by Nedwal 4 posts View original ↗
  1. My characters will have a lot of rune slots (armor) and there will be many collectible runes, each upgradeable 20 levels. There will also be higher or lower qualities.

    As Example and for simplicity's sake lets say it were rings:
    So each char gets 6+ Ring slots. Once a character equips a Ruby ring, i don't want them to be able to equip any more red rings. that includes Ruby, Velvet, Blood, etc. and also the higher levels like Velvet Ring I, II, III ... Of course a Navy Ring could still be equipped in the next slot. This will then exclude all other blue rings from being equipped. And so on.

    Yanfly's EquipRequirements has that wonderful notetag <unique>, that, non-coder as i am, i guess checks if the armor name the current character is trying to equip is the same as any armor the current char has alredy equipped. if so, it wont work.

    Could this be made into something like <unique + NUMBER>, which then would no longer check for same armor name on the char but for the same <unique 15> tag f.e.? Or is there a way for this already in the plugin?


    ((((Thing is, i somehow manage to go without it with another plugin, but it is very annoying for the user (the user has to reenter the equip menu after each ring/rune equip from Scene_Map; gets old with up to 20 rune slots; also optimize and clear don't work or seal the rune slots permanently))))​

    Anyways, the Yanfly <unique> tag handles this soo much smoother. It's just a little too restricted.
    Can someone help me with lines to change, or a patch Script to it, or maybe a little modding? I think others might find something like this useful as well.
    Come to think of it, having both the regular <unique> tag and the <unique & NUMBER> would be best, if its a simple matter of aliasing the yanfly parts and changing off the new, copied parts.?

    Thx for indulging me;
    Sup3rfly aka. Ned
  2. This could also be done without any scripts. You could go under the Types>Equip in the database and let's say make 5 rune slots; you could also while developing the game, name those slots: red rune, blue rune, green rune, etc. This way you can keep easier track of the equipment when labeling them. Then before release, go back into the database and just take the color out of the name. This would in turn help you to separate your equips and ensure that you would not be able to equip the same colored rune...
    I know this is not a fix for Yanfly's plugin but it is a different approach that you could take.
  3. sorry but this is not really an option. first, i plan on starting my char off with 0-1 slots slowly increasing them. so i really wouldn't want the player to have gathered 5-10 runes for his 2 slots f.e. and then not be able to equip 8 runes right away cauze they dont fit the slot requirement...

    even later on its problematic. having lets say the full 20 slots would mean either having 20 diffrent slot types or some slot types double. having the types double defeats the purpose cauze players can again equip 2x the same rune, wich is not meant to happen.
    the reason against 20 slot types is the same as stated on top: player gets 10 runes, but has 2 slots that dont fit in them... quite disappointing.
    of course this can be avoided by specificaly giving the player runes he has the slots for. but it would not account for rare or random drops.

    so really rather no.

    right now, i have 50 switches set to on. upon equiping a rune the switch for that rune group gets set off. so no other rune of that or similar type can be equipped.
    optimize and clear are problematic thouh cauze they circumvent or break the switch settings.
    also, it just came to me a while back, i got to have those 50ish switches separately for every char...

    i still need help
  4. using:
    Hime equip slots core to make multiple eqip slots and armors that can go on multiple slots.
    Way CustomOnEquipEval to turn switch on or off via notetags
    yanfly equip core to negate equipping if switch is off

    I got these tags now:

    <Equip Requirement>
    switch: 202
    </Equip Requirement>

    <Custom On Equip Eval>
    $gameSwitches.setValue(202, false);
    </Custom On Equip Eval>

    <Custom On Remove Equip Eval>
    $gameSwitches.setValue(202, true);
    </Custom On Remove Equip Eval>

    but optimize still can equip the same armor 20x
    and, if i equip a few manually and do clear the switches don't get reset and i can't equip those rune types any more.

    this is because the Custom On (Remove) Equip Eval's aren't being run.
    any ideas anyone?