Puppet Knight's Equip Slots Change 2.1
A downloadable tool
This plugin adds flexibility in Equipment Slots usage that isn't reliant on other plugins or plugin suites. Through the plugin parameters users are able to dictate what Slots all actors start with and what Slots are added to their Actors based on Classes and/or Equipment currently equipped.
Terms of Use
Free for use on commercial & non commercial projects with credits to "Puppet Knight" & "Aerosys". When sharing this plugin please be sure to link back to this original post. You are allowed to alter the code to fit your needs but please do not attempt to sell it as your own, be cool. Would be awesome if you let me know you use the plugin as part of your game, even cooler if I get a copy of the game. But far from mandatory ^_^
Super thanks to Aerosys for creating the foundation of this plugin that I just ran with.
Introduction
This plugin adds flexibility in Equipment Slots usage that isn't reliant on other plugins or plugin suites. Through the plugin parameters users are able to dictate what Slots all actors start with and what Slots are added to their Actors based on Classes and/or Equipment currently equipped.
UPDATED TO VERSION 2.0!
Features Include:
- Definable Order for Equipment Types
- Base Slots: Equipment Types that ALL Actors will have available throughout the game
- 3 Types of Note tags to add slots to Actors based on the Actor, Class, or Equipment in use
Update Details:
New Parameter: Equip Type Order
Automatically organizes available Equipment Types based on the Order set by the user. Groups together like-Equipment Types to provide a neater view in the Equip Scene
Equipment Types in Database
Changing Equip Type Display Order
Base Slots: Determines what slots all Actors will use. You can include multiple instances of the same equipment type to have it used more than once
Let's add an extra Accessory slot for all Actors
Combined our Actor now gains an extra Accessory slot and the slots follow the order set by Equip Type Order!
Only Equipment types included in the the Equip Type Order parameter will be drawn in the equip screen. Equip types that are not yet available to Actors will not be drawn unless the appropriate note tag is set to the Actor, Class, or Equipment in use.
Note Tags:
- <actorSlots: > Actor specific equip slots. These slots appear after the Base Slots.
- <levelSlots: > Class specific equip slots gained through leveling.
- <extraSlots: > Equipment driven slots added upon equip and removed on unequip. This note tag stacks with all equipment note tags in use.
Should only Reid have access to a specific Equipment Type?
Use the note tag <actorSlots: x>; Where `x` is the Equipment Type ID(s) for that Actor to get
Let's make sure to include Equipment Type 6 in the Equipment Type Order
Congrats! Reid can equip Spirit Armor!
Equipment Note tags follow the same logic, except they are tied directly to weapons and armor. Their note tag is <extraSlots: x>
If You want to add more than one equipment type slot per actor or equipment, simply add a comma between each equipment type ID:
Let's add some slots via the "Long Sword" Reid has equipped
Class Notes got a MAJOR overhaul. Instead of simply adding dedicated Equipment Types for Classes, you now Choose levels for Equipment Types to become available for that actor:
Swordsmen gain another Weapon Slot at Level 2
8 Goblins later...
Now that's how you Dual Wield!
The Note tag for classes follows the logic: Level:Equipment Type ID. If You don't need your actors to level up and just want the class to have immediate access to specific Equipment Types, simply set the Level to 1 just like for skills.
And that's it! This has been my favorite plugin to continue working on but I'm not too sure if theres much left to do! Let me know if you have any requests or suggestions.
KNOWN BUG
If Equipment Slots length changes (when you add or remove equipment types from an Actor), some items sometimes become unequipped. I am trying to pinpoint the fix for this one and will release an update as soon as I can ^_^
Fond of the original note tags and base/mid/last slot set up? The [ORIGINAL] plugin is still available, with details below.
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If Using the Original Plugin, be sure to rename the plugin `PuppetKnight_EquipSlotsChange.js` before adding to plugin manager.
Features for [ORIGINAL] Version: 3 Configurable Equipment Slot Sections that affect all Actors:
- Base Slots: Equipment Slots that appear highest in the Equip Menu
- Mid Slots: Appear after Class and Extra Slots
- Last Slots: Appear lowest in the Equip Menu
Note Tags
- <actorSlots: > Actor specific equip slots. These slots appear after the Base Slots.
- <classSlots: > Class specific equip slots designated by the primary class in use.
- <extraSlots: > Equipment driven slots added upon equip and removed on unequip. This note tag stacks with all equipment note tags in use.
Flexibility:
You are able to choose if Class note Tag slots are shown first or Extra(Equipment based) note tags take priority via plugin parameter. Check help for additional info an examples
Version 1.3:
- Class Notes to also account for Note Tags of Subclasses!
Version 1.2:
- Removed Swap option for Class & Extra Slots.
- General reorder of Slots
- Added hard coded Weapon and Off hand slot (1,2) to avoid dual wield issues and in case baseSlots aren't used.
In Progress - Class Notes to also account for Note Tags of Subclasses!
Version 1.1: Added in Actor Note Tags
Status | Released |
Category | Tool |
Author | Puppet Knight |
Tags | class-change, equip-slots, RPG Maker MZ |
Download
Click download now to get access to the following files:
Comments
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Thank you for this! It's really useful for me.
I saw on the RPG Maker forums you managed to make a materia system work in MZ, would you be releasing that as well? I would gladly pay for it if you did :)
Hey, VE_Materia actually works pretty well in MZ if you're using FOSSIL. I didn't do to much updating beyond general aesthetics for the materia system in my project.