Posts: 11,238
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Joined: May 2009
I KINDA found what was causing the problem, but the repair wound nullify the fix, so I have an alternate way.
Use my original MultiSlots script... pretty much use the default 'WINDOW' scripts.....
Then go to the SCENE code and go around line 420... Right after the INPUT method, add the following lines
if @right_window.index == 0
return $game_system.se_play($data_system.buzzer_se) if @item_window.item == nil
end
So it will look like this:
Code: #--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
alias mSlots_update_item update_item
def update_item
# if C button was pressed
if Input.trigger?(Input::C)
if @right_window.index == 0
return $game_system.se_play($data_system.buzzer_se) if @item_window.item == nil
end
# Get currently selected data on the item window
item = @item_window.item
# Play equip SE
$game_system.se_play($data_system.equip_se)
if @right_window.index == 1
Just tested it with his CTB. ^_^
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 66
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My man! Works like a charm. No surprise that you came through and delivered as usual. Thanks a bunch, I owe you yet again!
Habs11
Posts: 11,238
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Joined: May 2009
BUMP TO
Version: 3.0
A new optional feature has just been added, one that 'may' bring up a window asking the player if he wished to manually equip an actor, give the actor the most 'optimum' equipment, or remove it entirely (understanding that fixed equipment is still.... fixed). However, this is merely an option that can be turned on/off if the game developer so chooses.
And a minor attachment was made to the script to detect another battlesystem, so it wouldn't attempt to erringly use code designed for cogwheel's RTAB system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 13
Threads: 2
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Can't this be compatible with moonpearl scripts? Wulf if you get this please, i really need help making this work and been bugged for months :/ i tried with ALL my scripts and it works fine if without MP scripts...but i need the MP scripts, think you could take a look? error is on ''Mslots-Windows Line 152 NoMethodError....
Posts: 11,238
Threads: 649
Joined: May 2009
I would probably suggest you request a fix within the Code Support thread between the two. Obviously, the forum has Multislots (hehehe), but does not have a copy of the Moonpearl script(s) in question. So linkies would be appreciated.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 13
Threads: 2
Joined: May 2016
Yes i will proceed to post my whole scripts.rxdata with the graphic files it needs to run, you'll be able to see 100% of the code at work (yes theres alot)
but mindyou only Moonpearl scripts seem to cause incompatibility as everything runs well without them, but they are needed :/
Posts: 11,238
Threads: 649
Joined: May 2009
Time to
BUMP IT UP TO
Version: 3.2
Messing around with a couple things, I discovered that the Optimize/Removal window had a couple of problems.
First, the Optimize/Removal window is designed so the player can merely click 'Optimize' and have the best (or roughly best) set of equipment loaded without the drudgery of picking each individual piece in your party's bag o items. And likewise, the same window also allows the 100% unequipping of items with the exception of fixed items. The only issue is that the stats on the left did not properly change or update when these two options were used!
Another issue is that the system was pretty much rigged to work with the window, and some odds-and-ends didn't function if you chose not to use the Optimize/Removal window. That's bad. I mean, if the end-user didn't want to have such a easy-on-the-player tool, it didn't work!
So, I had to fix those two bugs.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 11,238
Threads: 649
Joined: May 2009
Time for a new
BUMP!
Version: 3.3
It is a bit of a minor upgrade, but a necessary one if the game developer had need for a quick call to add a second weapon to an actor's equipped inventory. The new call is $game_actors[id].equip_shieldsword(n). This is a bypassed version of the normal equip method because the equip method only recognizes slot and item IDs from script calls, and assumes that the item ID being sent into a shield slot is a shield. So, the equip_shieldsword method is my bypass for game developers.
And that's it.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 11,238
Threads: 649
Joined: May 2009
BUMP TO
Version: 3.4
The system now corrects a feature that all known multiple weapon scripts for RPGMaker XP fails to address.
If a battler uses two weapons, he should always attack the same single enemy with both weapons. However, those that have two weapons may find their second attack goes to a separate and random target. This is an issue that scripts such as Guillaume777's Multi Slot Equipment Script and Fomar0153's Two-Weapons scripts suffer from. And until now, this script was just as flawed.
But no more.
If you have a character that dual-wields, they will use both weapons upon the same enemy. The only time this would change is if they killed the enemy with the first weapon... then they can use the second weapon for their second (random) target.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 11,238
Threads: 649
Joined: May 2009
BUMP TO
Version: 3.5
Just as version 3.4 fixed an issue involving multiple attacks incorrectly targeting enemies, version 3.5 now fixes issues involving weapon animations.
Zefir of RPGMakerWen.com took note of an issue when creating characters that can use two different weapons at a time. This issue was that battle animations for the second weapon was not used, instead using the first weapon's animation exclusively. As an example, Zefir's game would permit a character to use both sword and axe in combat. However, the second strike being performed would use a sword animation while it should have been the animation for an battle axe strike.
This graphic issue may quite possibly be seen in other scripts that allow the player to dual wield. However, it is an issue within MultiSlots that is now resolved.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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