Original Source
- Original title: Auto Handling (Un)Equip Claws/Robes
- Original author: lordvalinar
- Original date: January 28, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/auto-handling-un-equip-claws-robes.55838/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests
Summary
Greetings fellow gamers, scripters, and entrepreneurs! I have a request for something that sounds simple, but for the life of me I can not figure it out on my own (still new to programming). I need the script to do a few things, but first I would like to point out the main character has the Dual Weapon skill slots ( no shields ): Script needs to detect if Weapon Slot 1 is Empty -> add and then equip a "Claw" weapon (id and image provided in attached files) same...
Archived First Post
I need the script to do a few things, but first I would like to point out the main character has the Dual Weapon skill slots ( no shields ):
- Script needs to detect if Weapon Slot 1 is Empty -> add and then equip a "Claw" weapon (id and image provided in attached files)
<> same goes for Weapon Slot 2
<> Also if possible check to see if the weapon slot 1 or 2 is equipped, that is NOT "Claw" weapon ID, but not specific to any weapon (as that can be done with events). I don't know maybe like "if.isEquipped > 0 && equipID != X (X being the claw ID) :: granted I don't know the actual code, so that pseudocode might be a little off Hence the request ^_^
- If another weapon is equipped into Slot 1 or Slot 2, then it needs to remove/destroy the "Claw" it places into inventory (or destroy it prior to equipping?)
<> Essentially what I'm going for here is the "Claws" are your natural weapons. You wouldn't be able to just remove your hands in favor of a sword.... although that would be kind of cool, like an Evil Dead Ash's Chainsaw thing xD ... *coughs* I digress.
- Script needs to do all of the above, checking/(re)equipping of the 'Burial Robes' basic clothing ((also included in screenshots)) for the armor slot if no other armor is equipped; and if any armor IS equipped -> then to destroy the robes until once again no armor is equipped (like if they decided to remove the Leather Armor instead of changing to another armor set).
- And Finally having available some functions that do the above I can call ((of course these functions might already be implemented as part of the script)) for the use of Common Events.
<> I am creating my own custom inventory-weight management system that handles weapons/armors and their weight.
--- (INVENTORY / WEIGHT) MANAGEMENT SYSTEM [IWMS] ---
This information isn't necessary (but would be nice to have) to the script or request; however, I felt giving additional information tied to the game and the mechanics the script requested could potentially help?
<> Player is only allowed to carry up to 2 weapons (left hand and right hand)
-> When picking up new weapons, the IWMS checks for how many weapons they're currently holding/wielding or otherwise already have in their Travel Pack (if carrying one)
-> I would like the functions (mentioned above) to be able to call when swapping out a weapon already equipped (checking if weaponID is valid but not the claw (see point 1. above))
<> Player can carry +1 addition weapon in their inventory if they have a Travel Pack(item)
<> Player can only carry 1 suit of armor (1x headgear, 1x torso, 1x boots, 1x gloves)
-> This is already handled via Common Events and switches/variables
-> Checks for both the Unfitted and regular versions of the armor
<> Players can carry small items (crafting materials, bandages, Rats (feeding options -- it's a vampire RPG afterall ), and other various items that weight 0.1 or 0.5 lbs) but they need the Small Pouch (item) to do so -- or the Travel Pack if they've upgraded carrying gear.
<> Everything has a weight to it (by variable) and is calculated everytime an item is picked up (so 10x 0.1 lbs items will be calculated into "InvWgt_Items" += 1, and so on )
-> Then the final DS_IWMS Common Event is called -> This common event adds up ALL the weight of all items, armor, weapons, etc. and checks to see if you go over your Encumberance (4 variables setup at the beginning of the game.
Min = 200
Loaded = 250
Overburdened = 275
MaxLoad = 285
And with each variable passed, the movement Speed is decreased by 1 until they can't move no more xD -- *insert evil laugh here*
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