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Multi Equip V3.1.4

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Umm, I'll see what I can do

and you are asking this right

ParkAvenger from IRC":2t05viho said:
[13:28:08] <ParkAvenger> He wants to be able to have Quest and Unique items be a different color, and he wants a script that causes items to give bonuses when equipped together (set items).

thanks ParkAvenger
 
Code:
module Unique_Color
 ITEMS = {#the ids of the items /items can more then one thing
 "UNIQUE" => [["item-ids"],["weapon-ids"],["armor-ids"]],
 "Quest" => [["item-ids"],["weapon-ids"],["armor-ids"]]
 }
COLOR ={ # the color of the items
"UNIQUE" => Color.new(164,143,121,255),
 "Quest" => Color.new(164,143,121,255)
 }
KEYWORDS=["UNIQUE","Quest"]#the ranking of Items
end
if the module not avelable color nomal.
i will defs for it.
 
ummm let me do the scripting, not that I don't trust you or anything it's just one of those things (I'd feel a lot better if it was coded by me)
 

Azule

Member

Uhh... I've got a problem. When I enter a battle, my character can't do anything, and it's doing the same thing in the demo version that I downloaded... somebody help?
 
Reread the setup please

Specifically this
Code:
  #--------------------------------------------------------------------------
  # * Nox Penalty (Actor Can not move in battle)
  #   - syntax actor_id => bool (true to can't false can
  #--------------------------------------------------------------------------
  Nox_Penalty = { 1 => true
  }

-_-
 

Azule

Member

i can't find "Nox_Penalty" which one is it under? The one with "setup"?

err... "Multi_Equip_Setup" is that where?

oh, sorry... i found it...

im getting a "stack level too deep" error in the scripting... any fixes? thanks...
 

Azule

Member

"Script 'Window_Sprites' line 69: SystemStackError Occoured. Stack Level Too Deep" thats the error I get when I test play my game..

I'm starting to think that the system won't work with the Advance Battle System I've got scripted...
 
Its not possible for certain weapons to ONLY be able to equipped in a certain slot is it?
Just that I want a special "Sidearm" slot, that just increases the character's attack level. Don't worry if it's not possible, I just wanted to check :)
 
Hate to be a stick in the mud (where did I get THAT from?)... but have you tried this recently?
Code:
  #--------------------------------------------------------------------------
  # * How Many Weapon Slots Needed (Maximum)
  #--------------------------------------------------------------------------
  Weapon_Slots = 1
Unfortunately, I get this...

Script `Equip Weapons' line 249: NameError Occurred.
Undefined method `weapon2_id' for class 1Game_Actor'

And that's just me changing the demo (that I just downloaded) to have only 1 weapon slot.
 
BrunoTR;242755":1ye37h94 said:
Its not possible for certain weapons to ONLY be able to equipped in a certain slot is it?
Just that I want a special "Sidearm" slot, that just increases the character's attack level. Don't worry if it's not possible, I just wanted to check :)

It's your lucky day get the new version I have added that :)

DerVVulfman;243495":1ye37h94 said:
Hate to be a stick in the mud (where did I get THAT from?)... but have you tried this recently?
Code:
  #--------------------------------------------------------------------------
  # * How Many Weapon Slots Needed (Maximum)
  #--------------------------------------------------------------------------
  Weapon_Slots = 1
Unfortunately, I get this...

Script `Equip Weapons' line 249: NameError Occurred.
Undefined method `weapon2_id' for class 1Game_Actor'


And that's just me changing the demo (that I just downloaded) to have only 1 weapon slot.


Come on read into it more :p How Many Weapon Slots Needed (Maximum) that value doesn't determine how many weapon slots there are it however determines how many weapon(i)_id methods are created.

you set it to one yet however someone needed more than one. and there is your problem
Code:
  1 => %w( w w a1 a2 a3 a4 a5 ),

you see that there are two w's therefore two weapons are required and the script will call for the two methods weapon_id and weapon2_id

but well this isn't the case anymore I have removed Weapon_Slots and Armor_Slots, but I am not satisfied with the way I am doing it now, so heads up!

-----------------------------
Demo Updated to version 3.1

Cleans up code

You guys are lucky 3 addons for this script suddenly appear! (nothing special though)

Equipment Types Addon -> allows for equipment to only be equipped in a certain slot
Non-Hit Weapons Addon -> allows for some weapons to not attack useful for addon weapons
Change Types Addon -> allows you to change the slots in game (note that doing this will unequip all equipment)

Thank you and goodnight!

---------------------------
No sleep for me

Updated to version 3.1.1

Fixes a bug with switching actors in the equip screen you can switch using left and right (thanks Twilight)
 
Trickster;243777":v23917tq said:
you set it to one yet however someone needed more than one. and there is your problem
Code:
  1 => %w( w w a1 a2 a3 a4 a5 ),
you see that there are two w's therefore two weapons are required and the script will call for the two methods weapon_id and weapon2_id

but well this isn't the case anymore I have removed Weapon_Slots and Armor_Slots, but I am not satisfied with the way I am doing it now, so heads up!
Hmmm... removed 'em. Possibly having the configuration system count the actual number of weapon and/or armor slots.

I'll be waiting. :yes:

Version 3.1.1 of T's system is now available in the downloads section and linked in the first page.

Told ya I was waiting. ;) Beat'cha here.
 
Can you make a slot for equiping either a weapon or shield cause i'm making a left hand and right hand so could it be possible with this script?
 
Not now but a lot of people have been bugging me for this, and they have no idea how hard it is to code this. (Trickster defines hard as time-consuming) so wait a while it will be done when it's done.

Updated to Version 3.1.2

Fixes a minor bug in the cursed weapons addon
(Technical info: now the script automatically creates the methods armor(n)_id and weapon(n)_id if they aren't found)


One last thing the version number in the topic is ALWAYS the version of the demo, don't bug me if I forget to update the version number in the DLM as I don't have to reupload a demo directly in the DLM, and I forgot :p
 
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