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MZ Expand an existent Equip Slots plugin to also work on Weapons and Armors.

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ Expand an existent Equip Slots plugin to also work on Weapons and Armors.
  • Original author: Excidiar
  • Original date: November 21, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/expand-an-existent-equip-slots-plugin-to-also-work-on-weapons-and-armors.173383/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests

Summary

A few minutes ago, in a discord channel, I were talking with some fellow RMMZ users about the trials and tribulations of attempting to implement a weapon upgrading system, pros and cons of different approaches, and such. I recalled that the typical graft upgrade system in MV consisted on attaching different items to a piece of equipment, that had the desired traits through either tags or traits. I really wanted something like that for my game. And who doesn't? Right? Now, i won't rant about how that is inconvenient in...

Archived First Post

A few minutes ago, in a discord channel, I were talking with some fellow RMMZ users about the trials and tribulations of attempting to implement a weapon upgrading system, pros and cons of different approaches, and such. I recalled that the typical graft upgrade system in MV consisted on attaching different items to a piece of equipment, that had the desired traits through either tags or traits. I really wanted something like that for my game. And who doesn't? Right?

Now, i won't rant about how that is inconvenient in the current MZ paradigm, the different hoops we need to leap through just to realize there's a massive mess ahead one way or another, or you may just pay for a solution that you don't know whether it will fit your needs or not.

Because i've just though of, if not a solution, at least an alternative.

1732224592155.png

In the XCOM series, some weapon upgrades are attached to the character carrying the weapon, rather than the weapon itself. That made me think. I already have a plugin for manipulating equipment slots. (here.) What if I could do the same thing with weapons and armor? The difference would be the upgrade slots would be stored on the actor rather than the weapon/armor. But it would essentially emulate the same system (with some admitted downsides such as losing the equipped upgrades upon swapping between weapons) without the necessity of doing complicated instancing aka "unique weapons" through FOSSIL or otherwise.

Request Resume: Extend and/or modify the linked plugin to enable it to add its notetags in weapons and armors.

Wishlist/Optional: Make it so slots "belonging" to a piece of equipment are drawn immediately beneath it and push other slots from other sources downward on the list. This is for a better aesthetic and so players can distinguish which upgrade slots are associated with a piece of equipment rather than being default of the actor/class. If possible make them look "indented" (If you program, you know what i mean). Also make these behaviors toggle-able through plugin configs just in case they conflict with someone else's menu plugin. (Please note, i'm using none of those at the time, at least not for the equipment page, but that may eventually change)

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