MultiSlots! - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: MultiSlots! (/thread-2546.html) |
RE: MultiSlots! - DerVVulfman - 07-06-2011 The script call actually has two lines to it: Code: $game_actors[1].two_weapons = true The first lets the game know the player is using two weapons (or at least using the 2nd hand). The second is the call that lets it know the 2nd slot is using a weapon. $game_actors[ actor_id ].two_weapons = true $game_actors[ actor_id ].weapons[ slot# ] = weapon_id The slot# is either 0 or 1, representing the main weapon slot or the 2nd hand. RE: MultiSlots! - jccaton - 07-25-2011 Hey. This is a great script that has lots of stuff I can see myself using in-game. One issue I'm seeing is on the equip screen (both in the demo and when I test the script in my game), when you make someone ambidextrous and , the adjusts your PDEF and MDEF (ie turns it green) as if it's raising it, then when you confirm your weapon selection, it boosts attack power as it should. Am I missing something, or is this a quirk in the script? Thanks! RE: MultiSlots! - DerVVulfman - 07-26-2011 It's a quirk in the WINDOW class. It doesn't affect the actual stats as weapons do not have PDEF stats... they won't increase. Looking into it. Thanks. RE: MultiSlots! - DerVVulfman - 07-27-2011
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To version 2.3 A visual glitch showing an 'predicted' stat change for PDef and MDef values was fixed, along with an unreported glitch with Atk stats that weren't estimated when using two weapons at the same time. Thanks to jccaton for noting the PDef/MDef error. RE: MultiSlots! - jccaton - 07-27-2011 Thanks for the fix! RE: MultiSlots! - XP Kobold - 08-06-2011 This is a great script so far but something about the script that bothers me considering the script call to personalize an actor's armor. I just realized just now that this type of script call. conflicts with a event system that i am still using that increases equipment slots through leveling up. Though if for some reason you try to do something like this. Hereis an example. At level 1 character start with the basic slots. Weapon, Shield, Helmet, Armor, Accessory Code: $game_actors[1].reload_armors = [1,2,3,4] At level 3 character get's an additional accessory slot. Code: $game_actors[2].reload_armors = [1,2,3,4,4] However i realized that if you even try to do something like this if you equip an accessory if you did'nt start out with one equipped with it dissapears along with the weapon you equipped. Which should not happen at all since your not removing slots that armor or gear is in. Anyway here is a link to this exact problem. http://www.megaupload.com/?d=Z0RA2XQF since i've did several tests with this to figure out the problem. Here also a screencap DVV you might remember this from years ago. EDIT: Yup now i see that this also happens to all equipment slots whenever you update. However when i tested this with G777 multislots this problem did not happen. Content Hidden RE: MultiSlots! - DerVVulfman - 08-07-2011 Interesting. I didn't know Guillaume777 had a system that tracked old armors prior to resetting the equipment, then reloading it after reset. That's something I do indeed want to look into. RE: MultiSlots! - XP Kobold - 08-07-2011 Well anyway if you want i can make another test project that involves the G777 Multislot Script instead to show what i mean by this. RE: MultiSlots! - DerVVulfman - 08-08-2011 Work is progressing quite a bit on that feature. I am ensuring that equipment for slots no longer present are returned to the Party Bag. And I am making sure that multiple items using the same armor type code (like two rings) are both being reloaded... and etc. RE: MultiSlots! - DerVVulfman - 08-09-2011
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to Version 2.4 Newly altered is the system that sets up your actor's armor slots. The previous incarnation of the system erased your characters equipment upon using the reload_armor method. The new version kept track of all the equipment your actor holds and returns equipment back to the party's item list if the slot is removed. It also ensures that actors with multiples of any one slot type (like 4 ring finger slots) would keep track of all equipment and reload them to the actor properly. This feature was requested by XP Kobold of Save-Point.Org |