Always Armed/Clothed
#1
Always Armed/Always Clothed
Version: 1.0

Introduction


RMXP seems to hard-code the ability to completely remove all weapons from a person and armor/accesories too, and while this may seem cool to some, it's a nightmare to others. This script work around does the trick.


Features
  • Perfect for Visual Equipment, that relies on armor being on naked templates
  • Institutes an unarmed feature, allowing for events that work when 'Unarmed' weapon is equipped
  • Keeps battle with a little damage for an unarmed character, vs damage being 0

Screenshots
None
Demo
None
Script


"script"

Instructions

Place above main, and above any Moghunter or Other Custom Menu Systems you may have. Then in game database, create a new weapon for slot 1, being Unarmed. Give it a low damage, cause well, it's your first, and doesn't have the power of say, a Bronze Sword. Next do the same for armor, creating a new one called 'Birthday Suit' or 'Clothes' or whatever

Compatibility
This should be SDK compliant, as well as usable with any base Menu System. However, as some Custom Menu Systems utilize their own coding you may have to simply copy lines 59-64 to the appropriate section of the new Menu System.

Credits and Thanks

To Tuna, who I worked on this script with last night.

Author's Notes

I implemented this script for a Hud that would display a picture depending on what weapon is armed, and plan to use it to aid my own Visual Equipment script. Also, having an 'unarmed' weapon makes it perfect for puzzle modes, as it's hard to solve a puzzle with a AK47 in your hands, and hard to beat up a zombie without it...


ALSO: If you just want this to work for your weapons and not your armor, find this line in the script...

@data.push($data_armors[1])

and replace with
@data.push(nil)

Terms and Conditions

You may use this script freely, I just ask that you don't copy it and place it in other script resource sites. In addition, all I'd like is maybe a credit? Please?
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