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Multi-slot equipment script by Guillaume777 (Edit needed)

As the title says, I am currently looking with Guillaume777 script for multi-slot equipment. I am basically just using it to add three accessories to mimic suikoden 2 head, left hand and right hand rune slots. My question is, can this script be edited so that more than one item can be equipped to more than one place.

For example, The fire rune can be equipped to all three slots. When using this script as is, the item will not be taged with all three slots, and as such will not work.

Thanks in advance for any and all help! (scripts are below)
 
Section 1: Modules

#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 1: Modules
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.2
# 2006/02/14
#==============================================================================

# To change slots of character
# $game_actors[1].weapon_slots = [0,0]
# $game_actors[1].armor_slots = [2,3,4,5,6,7]
#
# To make armor equipable in new slot :
# Add (5) in its name, where 5 is its slot number
# To make 2handed weapons :
# Add an element called 2handed to a weapon
# or, adds its id in TWO_HANDED_WEAPONS = []
# or, adds (2handed) in its name
# To make a weapon double attack
# Add an element called 2attacks to a weapon
# or, adds its id in DOUBLE_ATTACK_WEAPONS = []
# or, adds (2atks) in its name
# To make a weapon/armor cursed
# Adds its id in CURSED_WEAPONS or CURSED_ARMORS, or
# put (cursed) in its name
# To make a weapon require an offhand instead of any weapon
# Adds its id in NEEDS_OFFHAND or
# Adds (needs_offhand) in its name

#==============================================================================
# *** MODULE: Guillaume777's Multi-Slot Module
#------------------------------------------------------------------------------
# This is the configuration module of the Multi-Slot system. It allows you to
# set the default names of your slots, tag your weapons and/or armors for many
# types of enhancements and features, and etc.
#==============================================================================
module G7_MS_MOD

#--------------------------------------------------------------------------
# * Configuration Section
#--------------------------------------------------------------------------
#========Set weapon/armor properties ======================================
CURSED_WEAPONS = [] # ids of weapons to be cursed
CURSED_ARMORS = [] # ids of armors to be cursed
TWO_HANDED_WEAPONS = [] # ids of 2handed weapons
DOUBLE_ATTACK_WEAPONS = [] # ids of double attack weapons
NEEDS_OFFHAND = [] # ids of weapons requiring an offhand


SWITCH_EQUIP_WEAPONS = [[0,0], [0,0]] # ids of weapons switched when equipped
SWITCH_EQUIP_ARMORS = [[0,0], [0,0]] # ids of switched armors(same above)
# Use 1 array, first value of array = false item, second value = true item
#
# First value in the above arrays is displayed in the weapons/armors you can
# choose. When the weapon/armor is chosen, the second id value IS the weapon
# or armor that you've chosen. Example: Trick someone to equip a cursed bow.

#=========Set weapon/armor properties with element tagging and name edit===
CURSED_STRING = 'cursed' # put (cursed) in item name for it to be cursed
HANDS_ELEMENT = 'handed' # no. of hands in front of HANDS_ELEMENT in database
HANDS_STRING = 'handed' # name of string in item name like (2handed)

MULTI_ATTACK_ELEMENT = 'attacks' # name of element to tag to multi attacks
# like (2attacks)
MULTI_ATTACK_STRING = 'atks' # string in item name, like (3atks)

NEEDS_OFFHAND_STRING = 'needs_offhand' #string in item name if the weapon
#needs an offhand like (needs_offhand)

#=====Set character slots properties =======================================
WEAPON_KINDS = [0] # number of weapons, 0 = weapon
WEAPON_KIND_NAMES = ['Weapon'] # custom name of extra weapon slots
WEAPON_KIND_POWERS = [100] # 100 = normal power, 90 = 90% power
# Leave empty or put nil inside
# if you want the default names.
ARMOR_KINDS = [1,2,3,4,5,6,7]
# 1 = shield
# 2 = helmet
# 3 = armor
# 4 = acc
# 5 = and more : extra slot
EXTRA_SLOT_NAMES = ['Head Rune','LF Rune','RH Rune']
# Name of the extra slots in equip window
# You need as many words as there are '5' or more in armor_kinds
# The first order of the slots names reflect the order of the 5 in armor_kinds
# Put (5) or more to in the armor name to have it assigned to the extra slot


#=============Set multi-weapon behavior====================================
IGNORE_OFFHAND = false # ignore off_hand support
TWOHANDED_IN_OFFHAND = true # If false don't show two handed weapons in
# the offhand window
ALL_WEAPONS_FOR_SKILLS = true # true = combined pwr of all weaps for skills
# false = only power of first weapon
SHIELD_HAND_SLOT = 1 # slot number to be used for shield hand
WEAPON_SHIELD_SHARE = true # if true, can't use a shield and a second
# weapon at the same time
SHIELD_HAND_WIELD = true # true = can use shield hand for 2handed weap.
WEAPON_HAND_WIELD = true # true = can use weapon hand for 2handed weap.
MULTI_WEAPONS_PENALITY = 0 # percent of atk that will be subtracted if
# you use two weapons at the same time.

#============Set appearance properties ====================================
FONT_NAME = 'Arial' # Font to use
CURSED_COLOR = Color.new(255, 50, 50) # Color of cursed equiped items
SHOW_REMOVE = false # Show empty in offhand window

WINDOWS_STRETCH = true # true : equip_right stretch to adjust to # of slots
MAX_SHOW_SLOTS = 6 # Maximum number of slots in 1 screen in equip right
# window. Useless if windows_stretch = false
HELP_AT_BOTTOM = false # If true, will leave place for help window at bot-
# tom. Useless if you didn't modify the help window
# y-coordinate.

STATUS_WINDOW_ARRANGE = true # If true, you get a new status window.
STATUS_WINDOW_SPACING = 24 # Space between each item in new status window.
EVADE = false # If draw_actor_parameter is configured to
# receive parameter number 7 (evade), then it
# will show in new status window.
# EVADE = true has no effect if STATUS_WINDOW_ARRANGE is false

#================ end of settings =========================================

#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
RPG.set_new_item_types #fix armor and weapon properties at start of game
end
#--------------------------------------------------------------------------
# * End of MODULE: Guillaume777's Multi-Slot Module
#--------------------------------------------------------------------------
end



#============================================================================
# ** MODULE: RPG Module
#----------------------------------------------------------------------------
# This sprite is used as an arrow cursor for the battle screen. This class
# is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#============================================================================
module RPG
#--------------------------------------------------------------------------
# * Set New Item Types
#--------------------------------------------------------------------------
def RPG.set_new_item_types
if @initialized_item_types then return end
for armor in $data_armors # for each armor
unless armor == nil # if armor
armor.set_adv_type # set new type
armor.set_cursed # set if item is cursed or not
end
end
for weapon in $data_weapons # for each armor
unless weapon == nil # if armor
weapon.set_needs_offhand # set if it needs an offhand or not
weapon.set_nb_hands # set the number of hands to wield it
weapon.set_nb_attacks # set the number of attacks it can do
weapon.set_cursed # set if item is cursed or not
end
end
@initialized_item_types = true
end
#--------------------------------------------------------------------------
# * Initialized Item Types
# bool : boolean value (true/false)
#--------------------------------------------------------------------------
def RPG.initialized_item_types=(bool)
@initialized_item_types = bool
end

#==========================================================================
# ** Armor
#--------------------------------------------------------------------------
# Data class for armors, adds new armor types
#==========================================================================
class Armor
attr_accessor :cursed
#------------------------------------------------------------------------
# * Set Adv Type
#------------------------------------------------------------------------
def set_adv_type
pattern = /\((\d+)\)/
if @name.sub!(pattern, '') != nil
# Set kind to the number in name of armor
@kind = $1.to_i - 1
end
end
#------------------------------------------------------------------------
# * Set Cursed
#------------------------------------------------------------------------
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_ARMORS.include?(@id) then cursed = true end
@cursed = cursed
end
#------------------------------------------------------------------------
# * End of Armor Class
#------------------------------------------------------------------------
end

#==========================================================================
# ** Weapon
#--------------------------------------------------------------------------
# Data class for weapons, adds new weapon types
#==========================================================================
class Weapon
#------------------------------------------------------------------------
# * Public Instance Variables
#------------------------------------------------------------------------
attr_accessor :needs_offhand # does it need an offhand weapon
attr_accessor :nb_hands # numbers of hands it requires
attr_accessor :nb_attacks # number of attacks it can do
attr_accessor :cursed # true if item is cursed
#------------------------------------------------------------------------
# * Set Cursed
#------------------------------------------------------------------------
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_WEAPONS.include?(@id) then cursed = true end
@cursed = cursed
end
#------------------------------------------------------------------------
# * Set Needs OffHand
#------------------------------------------------------------------------
def set_needs_offhand
pattern = '('+G7_MS_MOD::NEEDS_OFFHAND_STRING+')'
if @name.sub!(pattern, '') != nil then
@needs_offhand = true
elsif G7_MS_MOD::NEEDS_OFFHAND.include?(self.id) then
@needs_offhand = true
elsif @needs_offhand== nil then
@needs_offhand = false
end
end
#------------------------------------------------------------------------
# * Returns number of hands needed for weapons
#------------------------------------------------------------------------
def set_nb_hands
if G7_MS_MOD::TWO_HANDED_WEAPONS.include?(self.id) then
nb_hands = 2
end
pattern = /\((\d+)#{G7_MS_MOD::HANDS_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_hands = $1.downcase.delete('a-z')
nb_hands = $1.to_i
end
# Search through the elements
for elementnb in self.element_set
elementname = $data_system.elements[elementnb].downcase
# If the weapon has an element for another attack
if elementname.delete('0-9') == G7_MS_MOD::HANDS_ELEMENT.downcase
# Get the number of attacks
elementname = elementname.delete('a-z')
if elementname != '' then
nb_hands = elementname.to_i
# Delete the element
self.element_set.delete(elementnb)
end
end
end
if nb_hands.is_a?(Integer) == false or nb_hands <= 0 then nb_hands = 1 end
@nb_hands = nb_hands
end
#------------------------------------------------------------------------
# * Returns the number of attack the weapon can do
#------------------------------------------------------------------------
def set_nb_attacks
if G7_MS_MOD::DOUBLE_ATTACK_WEAPONS.include?(self.id) then
nb_attacks = 2
else
nb_attacks = 1
end
pattern = /\((\d+)#{G7_MS_MOD::MULTI_ATTACK_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_attacks = $1.downcase.delete('a-z')
nb_attacks = $1.to_i
end
# Search elements that could add more attacks
for elementnb in self.element_set
elementname = $data_system.elements[elementnb].downcase
# If the weapon has an element for another attack
if elementname.delete('0-9') == G7_MS_MOD::MULTI_ATTACK_ELEMENT.downcase
# Get the number of attacks
elementname = elementname.delete('a-z')
if elementname != '' then
nb_attacks = elementname.to_i
# Delete the element
self.element_set.delete(elementnb)
end
end
end
if nb_attacks.is_a?(Integer) == false or nb_attacks <= 0 then nb_attacks = 1 end
@nb_attacks = nb_attacks
end
#------------------------------------------------------------------------
# * End of CLASS: Weapon
#------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# * End of MODULE: RPG Module
#--------------------------------------------------------------------------
end

Section 2 :Actor


#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 2: Actor
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
include G7_MS_MOD
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :equip_mode # To restore equipment after false equip
attr_accessor :equip_type_force # To bypass equip_type
attr_accessor :equip_from_menu # To prevent users to unequip cursed items
attr_accessor :translucent_texts # To store translucents slots
#--------------------------------------------------------------------------
# * Setup (Initializing new Slots)
# actor_id : actor ID
#--------------------------------------------------------------------------
alias g7_ms_game_actor_setup setup
def setup(actor_id)
g7_ms_game_actor_setup(actor_id) #setup normaly
self.order_armor_ids
end
#--------------------------------------------------------------------------
# * Number of Offhand Required
# ignore : ignore
#--------------------------------------------------------------------------
def nb_offhand_required(ignore=nil)
nb_offhand = 0
nb_need_offhand = 0
for i in 0...self.weapon_slots.size
if i != ignore then
weapon = self.weapon_ids
if weapon == 0 then
nb_offhand += 1
elsif $data_weapons[weapon].needs_offhand then
nb_need_offhand += 1
else
nb_offhand += 1
end
end
end
return (nb_need_offhand - nb_offhand)
end

#--------------------------------------------------------------------------
# * Change Equipment ( Modified for extra equipment)
# equip_type : type of equipment
# id : weapon or armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
alias g7_ms_game_actor_equip equip
def equip(equip_type, id)
if @equip_type_force != nil then equip_type = @equip_type_force end
# equip_type_force is used to bypass the equip_type argument
if self.equip_mode == 'STORE' then
# Store equipment for it to be restored after checking what the stats would
self.equip_mode = nil
@stored_armors = self.armor_ids.dup
@stored_weapons = self.weapon_ids.dup
saved_mode = 'STORE'
elsif self.equip_mode == 'RESTORE'
# Restore equipment after preview of new equipment on stats
self.equip_mode = nil
self.restore(equip_type)
return
# If equipped for real
else
if self.enough_hands?(equip_type,id) != false then
# Switch items to be equipped to fool the players
id = self.switch_items(equip_type,id)
end
end
# If not enough hands then don't equip
if self.enough_hands?(equip_type,id) == false then
id = 0
# If cursed and player tried to remove it, do nothing
elsif self.equip_from_menu and self.cursed?(equip_type) then
id = 0
# If the slot is one of the 5 basic ones
elsif equip_type <= 4
# Equip the goold old way
g7_ms_game_actor_equip(equip_type, id)
else
# Equip in the new way
equip_extra(equip_type,id) #equip in the new way
end
# Fix in case there are no enough empty hands for all the equipped weapons
if id != 0 then self.fix_handed_weapons(equip_type) end
# This ensure that the next equiping will restore the original equipment
if saved_mode == 'STORE' then self.equip_mode = 'RESTORE' end
end
#--------------------------------------------------------------------------
# * Restore Equipment once the stats are checked and adds translucent
# equip_type : type of equipment
#--------------------------------------------------------------------------
def restore(equip_type)
if self.translucent_texts == nil then self.translucent_texts = Array.new end
self.equip_from_menu = false
if equip_type != 0 and @stored_weapons[0] != self.weapon_ids[0]
self.translucent_texts[0] = true
end
for i in 1...@stored_weapons.size
if i+[self.armor_slots.size,4].max != equip_type and
@stored_weapons != self.weapon_ids then
self.translucent_texts = true
end
end
for i in 0...@stored_armors.size
if i+1 != equip_type and
@stored_armors != self.armor_ids then
self.translucent_texts[self.weapon_slots.size + i] = true
end
end
@equip_type_force = nil
copy = self.translucent_texts.dup
self.weapon_ids = @stored_weapons
self.armor_ids = @stored_armors
self.translucent_texts = copy
end
#--------------------------------------------------------------------------
# * Switch Items. Switches equipment to fool a player.
# equip_type : type of equipment
# id : id
#--------------------------------------------------------------------------
def switch_items(equip_type,id)
if self.cursed?(equip_type) == false then
if equip_type == 0 or equip_type > [self.armor_slots.size,4].max
for i in 0...SWITCH_EQUIP_WEAPONS.size
if SWITCH_EQUIP_WEAPONS[0] == id then
$game_party.lose_weapon(SWITCH_EQUIP_WEAPONS[0], 1)
$game_party.gain_weapon(SWITCH_EQUIP_WEAPONS[1], 1)
id = SWITCH_EQUIP_WEAPONS[1]
end
end
else
for i in 0...SWITCH_EQUIP_ARMORS.size
if SWITCH_EQUIP_ARMORS[0] == id then
$game_party.lose_armor(SWITCH_EQUIP_ARMORS[0], 1)
$game_party.gain_armor(SWITCH_EQUIP_ARMORS[1], 1)
id = SWITCH_EQUIP_ARMORS[1]
end
end
end
end
return id
end
#--------------------------------------------------------------------------
# * Enough Hands? Returns if there are enough hands to hold a weapon
# equip_type : type of equipment
# id : ID
#--------------------------------------------------------------------------
def enough_hands?(equip_type, id)
# Enough Hand = true if you unequip something
if id == 0 then return true end
# If it's a weapon
if equip_type == 0 or equip_type > [self.armor_slots.size ,4].max
nb = $data_weapons[id].nb_hands
elsif self.weapon_shield_share and self.armor_slots[equip_type-1] == self.shield_hand_slot
nb = 1
else
return true #return true if not shield or weapon
end
nb_s = 0 #nb shield slots
if self.shield_hand_wield then
for i in 0...self.armor_slots.size
if self.armor_slots == self.shield_hand_slot
if self.weapon_shield_share != true then nb_s += 1 end
if self.cursed?(i+1) then nb += 1 end
end
end
end
if self.weapon_hand_wield
if self.cursed?(0) then # Penalities if can't remove first weapon
nb = nb + $data_weapons[self.weapon_ids[0]].nb_hands
end
for i in 1...self.weapon_slots.size # Penalities if cant remove weapon
if self.cursed?(self.armor_slots.size + i)
nb = nb + $data_weapons[self.weapon_ids].nb_hands
end
end
end
if nb == 1 then # If it only takes 1 hand to hold
return true
elsif nb > nb_s+1 and self.weapon_hand_wield != true
return false
elsif nb > self.weapon_slots.size+ nb_s and self.weapon_hand_wield
return false
elsif self.shield_hand_wield != true and self.weapon_hand_wield != true
return false
else
return true
end
end
#--------------------------------------------------------------------------
# * Equip Weapon
# index : Index of weapon
# id : weapon ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip_weapon(index,id)
if index == 0 then
self.equip(0, id)
else
self.equip([self.armor_slots.size, 4].max + index, id)
end
end
#--------------------------------------------------------------------------
# * Equip Armor
# index : Index of armor
# id : armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip_armor(index, id)
self.equip(index+1, id)
end
#--------------------------------------------------------------------------
# * Equip Extra Items
# equip_type : Index of item being equipped
# id : ID if either armor or weapon (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip_extra(equip_type,id)
# If its an extra armor slot
if equip_type <= [self.armor_slots.size,4].max
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[self.armor_ids[equip_type-1]], $data_armors[id])
$game_party.gain_armor(self.armor_ids[equip_type-1], 1)
self.armor_ids[equip_type-1] = id
$game_party.lose_armor(id, 1)
end
# If its a weapon slot
else
if id == 0 or $game_party.weapon_number(id) > 0
equip_type = equip_type - [self.armor_slots.size, 4].max
weapon = self.weapon_ids[equip_type]
if weapon != nil then
$game_party.gain_weapon(weapon, 1)
end
self.weapon_ids[equip_type] = id
$game_party.lose_weapon(id, 1)
end
end
end

#--------------------------------------------------------------------------
# * Fix Multi-Handed Weapons
# equip_keep : ID of weapon to keep
#--------------------------------------------------------------------------
def fix_handed_weapons(equip_keep=nil)
array_wield_hands = Array.new # Stores the slot of the weapon that
# needs empty hands
nb_emp_hands = 0 # Store nb of empty hands
penalities = 0 # Stores extra hand required
save_force = @equip_type_force
save_menu = @equip_from_menu
@equip_from_menu = false
@equip_type_force = nil
if self.shield_hand_wield
for narmor in 0...self.armor_slots.size
if self.armor_slots[narmor] == self.shield_hand_slot
if self.weapon_shield_share == true then
penalities += 1
end
if self.armor_ids[narmor] == 0 then
nb_emp_hands += 1 # Stores empty shield hand
end
end
end
end
for nweapon in 0...self.weapon_slots.size
if self.weapon_ids[nweapon] == 0
if self.weapon_hand_wield then
nb_emp_hands += 1
end
else
array_wield_hands.push(nweapon) # Stores the hand to wield weapon
end
end
for nweapon in Rg(array_wield_hands.size-1, 0, -1)
if self.weapon_ids[array_wield_hands[nweapon]] != 0 then
nb_hands = $data_weapons[self.weapon_ids[array_wield_hands[nweapon]]].nb_hands
nb_hands += penalities
penalities = 0
save_hands = nb_hands
end
# If it finds an empty hand
while nb_emp_hands != 0 and nb_hands > 1
# Decrease the counter
nb_hands += -1
nb_emp_hands += -1
end
#if shield needs to be removed for empty hand
if self.shield_hand_wield then
for namor in 0...self.armor_slots.size
if nb_hands > 1 and self.armor_ids[namor] != 0 and
self.armor_slots[namor] == self.shield_hand_slot and
namor+1 != equip_keep and self.cursed?(namor+1) == false then
nb_hands += -1
self.equip(namor+1,0)
end
end
end
#if it must remove weapons to make room for empty hands
if self.weapon_hand_wield == true then
for nhand in Rg(self.weapon_slots.size-1, 0, -1)
if nb_hands > 1 and self.weapon_ids[nhand] != 0
if nhand == 0 then
if equip_keep != 0 and self.cursed?(0) == false then
n = nb_emp_hands
nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands
n = nb_emp_hands - n
self.equip(0,0)
end
else
if nhand+[self.armor_slots.size,4].max != equip_keep and
self.cursed?(nhand+[self.armor_slots.size,4].max) == false
then
if nhand < array_wield_hands[nweapon] then
nb_emp_hands += 1
else
nb_emp_hands += $data_weapons[self.weapon_ids[nhand]].nb_hands
end
self.equip([self.armor_slots.size,4].max+nhand, 0)
end
end # End of ( if nhnad == 0 )
end # End of ( if nb_hands != 1 )
while nb_emp_hands != 0 and nb_hands > 1
#if it finds empty hand
nb_hands += -1 #decrease counter
nb_emp_hands += -1
end
end # End of ( for nahand )
end # End of ( if self.weapon )
# If still can't find a slot, remove the weapon
if nb_hands > 1
if array_wield_hands[nweapon] == 0 and self.cursed?(0) == false then
nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands
self.equip(0, 0)
elsif self.cursed?(array_wield_hands[nweapon]+[self.armor_slots.size,4].max) == false and
array_wield_hands[nweapon] != 0 then
nb_emp_hands = 1 + nb_emp_hands + save_hands - nb_hands
self.equip(array_wield_hands[nweapon]+[self.armor_slots.size,4].max,0)
end
end
# If it finds an empty hand
while nb_emp_hands != 0 and nb_hands > 1
# Decrease the counter
nb_hands += -1
nb_emp_hands += -1
end
# If STILL not enough hands
if nb_hands > 1 then
# Remove the item the user tried to equip
self.equip(equip_keep,0)
end
end
@equip_type_force = save_force # Returns old equip_type_force
@equip_from_menu = save_menu # Return old equip_from_menu
end
#--------------------------------------------------------------------------
# * Cursed Items
# equip_type : ID if either armor or weapon
#--------------------------------------------------------------------------
def cursed?(equip_type)
if equip_type == 0
weapon_id = self.weapon_ids[0]
if weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end
# If Armor
elsif equip_type <= self.armor_slots.size
armor_id = self.armor_ids[equip_type - 1]
if armor_id != 0 and $data_armors[armor_id].cursed then return true end
else
weapon_id = self.weapon_ids[equip_type - [self.armor_slots.size, 4].max]
if weapon_id != nil and weapon_id != 0 and $data_weapons[weapon_id].cursed then return true end
end
return false
end
#--------------------------------------------------------------------------
# * Remove all cursed items
#--------------------------------------------------------------------------
def remove_curse
self.equip_type_force = nil
for i in 0...(self.weapon_slots.size + self.armor_slots.size)
if self.cursed?(i) then self.equip(i,0) end
end
end
#--------------------------------------------------------------------------
# * Order Armor IDs for Slots
#--------------------------------------------------------------------------
def order_armor_ids
equipment_array = Array.new
for i in 0...self.armor_ids.size
if self.armor_ids != nil and self.armor_ids != 0
kind = $data_armors[self.armor_ids].kind
if equipment_array[kind] == nil then
equipment_array[kind] = Array.new
end
equipment_array[kind].push(self.armor_ids)
#array in which 0 = array for shield, 1 = array for helmet,
#2 = array for armor and 3 = array for accessory, etc
end
end
self.armor_ids = nil # Remove all armors
armors = Array.new
for i in 0...self.armor_slots.size
aitem = nil
if equipment_array[(self.armor_slots)-1] == nil then
equipment_array[(self.armor_slots)-1] = Array.new
end
while aitem == nil and equipment_array[(self.armor_slots)-1].size != 0
aitem = equipment_array[(self.armor_slots)-1].delete_at(0)
if aitem == 0 then aitem = nil end
end
if aitem != nil then
armors.push(aitem) # Adds armor
else
armors.push(0) # Adds empty
end # End of ( if iaitem != nil )
end # End of ( for i in )
self.armor_ids = armors
end
#--------------------------------------------------------------------------
# * Change Weapon Slots
# array : Array for weapon slots
#--------------------------------------------------------------------------
def weapon_slots=(array) # Change slots of weapons
if array == nil then array = WEAPON_KINDS end # Use default slots
weapon_array = Array.new(self.weapon_ids) # Save weapons
self.weapon_ids = nil
@weapon_slots = Array.new(array) # New slots
self.weapon_ids = weapon_array # Re-equip items
i = self.weapon_ids.size
while self.nb_offhand_required > 1
if self.weapon_ids != nil and self.weapon_ids != 0 then
self.equip_weapon(i,0)
end
i = i-1
end
end

#--------------------------------------------------------------------------
# * Change Armor Slots
# array : Array for armor slots
#--------------------------------------------------------------------------
def armor_slots=(array) # change slots of armor
if array == nil then array = ARMOR_KINDS end #returns to default if nothing
equipment_array = Array.new
for i in 0...[array.max, self.armor_slots.max].max+1
if equipment_array == nil then
equipment_array = Array.new
end
end
for i in 0...self.armor_ids.size
if self.armor_ids != nil and self.armor_ids != 0 then
kind = $data_armors[self.armor_ids].kind + 1
equipment_array[kind].push(self.armor_ids)
# Array in which 0 = array for shield, 1 = array for helmet,
# 2 = array for armor and 3 = array for accessory, etc
end
end
for kind in 0...[array.max, self.armor_slots.max].max+1
if array.include?(kind) and self.armor_slots.include?(kind) then
nb_i_new = 0
nb_i_old = 0
for i in 0...self.armor_slots.size
if self.armor_slots == kind then nb_i_old += 1 end
end
for i in 0...array.size
if array == kind then nb_i_new += 1 end
end
for i in nb_i_new...nb_i_old
for k in 0...equipment_array[kind].size
index = equipment_array[kind].index(0)
if index != nil then
equipment_array[kind].delete_at(index)
end
end
end
end
end
self.armor_ids = nil # Remove items
@armor_slots = array # New array
for i in 0...self.armor_slots.size
aitem = nil
kind = self.armor_slots
if equipment_array[kind].size != 0
aitem = equipment_array[kind].delete_at(0)
self.equip(i+ 1,aitem) # Adds armor
else
self.equip(i+ 1,0)
end
end
end
#--------------------------------------------------------------------------
# * Set new array of weapons, if nil then it removes all weapon
# array : Array of weapon IDs
#--------------------------------------------------------------------------
def weapon_ids=(array) # Be careful. @item_type_force needs to be nil!
if array == nil then
self.equip(0, 0) # Remove first weapon
for i in 1...self.weapon_ids.size
self.equip(i + [self.armor_slots.size,4].max, 0 ) # Remove all weapons
end
return
end
self.weapon_ids = nil
for i in 0...self.weapon_slots.size
# Ensure no weapons are equipped
if array == nil then array = 0 end
if i == 0 then # If first weapon
self.equip(0, array) # Equip weapon
else # Else if extra weapons
self.equip(i + [self.armor_slots.size, 4].max, array)
end
end
end
#--------------------------------------------------------------------------
# * Set new array of armors in ordered fashion
# array : Array of armor IDs
#--------------------------------------------------------------------------
def armor_ids=(array)
if array == nil then
for i in 0...self.armor_slots.size
self.equip(i + 1, 0) # Remove all armors
end
return
end
self.armor_ids = nil # Remove all armors
for i in 0...self.armor_slots.size
self.equip(i+ 1, array) # Adds armor
end
end
#--------------------------------------------------------------------------
# * Return @armor_ids
#--------------------------------------------------------------------------
def armor_ids
# Returns ids with all armor, also store 4 armor
unless self.is_a?(Game_Actor)
return []
end
if @armor_ids == nil then @armor_ids = Array.new(self.armor_slots.size) end
ids = @armor_ids
ids[0] = @armor1_id
ids[1] = @armor2_id
ids[2] = @armor3_id
ids[3] = @armor4_id
# Ensure no nil values are returned
for i in 0...self.armor_slots.size
if ids == nil then ids = 0 end
end
return ids
end
#--------------------------------------------------------------------------
# * Return @Weapon_ids
#--------------------------------------------------------------------------
def weapon_ids
# Returns ids with all weapon, also store first weapon
unless self.is_a?(Game_Actor)
return []
end
if @weapon_ids == nil then @weapon_ids = Array.new(self.weapon_slots.size) end
ids = @weapon_ids
ids[0] = @weapon_id
# Ensure no nil values are returned
for i in 0...self.weapon_slots.size
if ids == nil then ids = 0 end
end
return ids
end
#--------------------------------------------------------------------------
# * Returns names of armor
#--------------------------------------------------------------------------
def armor_slot_names
# Return custom words for slots, or default ones
if @armor_slot_names == nil then @armor_slot_names = Array.new end
temp_array = Array.new(@armor_slot_names)
# Default names of slots
default_names = [$data_system.words.armor1,$data_system.words.armor2,$data_system.words.armor3,$data_system.words.armor4, self.extra_slot_names].flatten #default names of slots
for i in 0...default_names.size
if temp_array == nil then temp_array = default_names end # If not
# Custom then set as default
if temp_array == nil then temp_array = $data_system.words.armor4 end
end
return temp_array
end
#--------------------------------------------------------------------------
# * Returns names of weapons
#--------------------------------------------------------------------------
def weapon_slot_names
# Return custom words for weapon slots, of default ones
if @weapon_slot_names != nil then
temp_array = Array.new(@weapon_slot_names) # Use the custom values
else
temp_array = Array.new(self.weapon_slots.size) # Use default values
end
default_names = WEAPON_KIND_NAMES # Default names of slots
for i in 0...self.weapon_slots.size
# If... Set as Constant
if temp_array == nil then temp_array = default_names end
if temp_array == nil then temp_array = $data_system.words.weapon end
# If constant array is empty then use default one
end
return temp_array
end
#--------------------------------------------------------------------------
# * Return all element of all equipped armor
#--------------------------------------------------------------------------
def guard_element_set
# Return array with guard_element_set of all equipped armor
set = []
# Search all armor equipped
for id in self.armor_ids
next if id.nil?
armor = $data_armors[id]
# Add the element to set
set += (armor != nil ? armor.guard_element_set : [])
end
return set
end
#--------------------------------------------------------------------------
# * Return all equipment
#--------------------------------------------------------------------------
def equipments
# Return array with all equipment
equipments = []
self.weapon_ids.each {|id| equipments.push($data_weapons[id])}
self.armor_ids.each {|id| equipments.push($data_armors[id])}
return equipments
end
#--------------------------------------------------------------------------
# * Return if item is equiped
#--------------------------------------------------------------------------
def equiped?(item)
# Return if item is equipped, works with both armor and weapon
case item
when RPG::Weapon
return self.weapon_ids.include?(item.id)
when RPG::Armor
return self.armor_ids.include?(item.id)
else
return false
end
end
#--------------------------------------------------------------------------
# * Return list of weapons to use for attacks
#--------------------------------------------------------------------------
def attacks # This return an array with the list of all attacks of a character
# This takes in consideration extra weapon + number of attacks of
# each weapon
attacks = Array.new
for i in 0...self.weapon_ids.size
weapon = $data_weapons[self.weapon_ids]
# If the weapon is valid
if weapon != nil and weapon.atk != 0 then
for counter in 0...weapon.nb_attacks
attacks.push(i) #add attacks
end
end
end
# Give one unarmed attack if no weapons on
if attacks.size == 0 then attacks[0] = 0 end
return Array.new(attacks)
end
#--------------------------------------------------------------------------
# * Get the weapon to be used in attack
#--------------------------------------------------------------------------
def get_weapon_data
# This returns the weapon to use for the attack.
weaponid = self.weapon_ids[self.attacks[self.attack_count]]
weapon = $data_weapons[weaponid]
return weapon
end
#--------------------------------------------------------------------------
# * Get Offensive Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation1_id
# Set animation for current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.animation1_id : 0
end
#--------------------------------------------------------------------------
# * Get Target Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation2_id
# Set animation for current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.animation2_id : 0
end
#--------------------------------------------------------------------------
# * Get Basic Attack Power
# Get the atk to be used in attack ( or shown in menu screen )
#--------------------------------------------------------------------------
def base_atk
multiplier = nil
if $game_temp.in_battle and (self.current_action.kind == 0 or self.all_weapons_for_skills? != true)
# If in battle & doing a normal attack, only use one weapon's attack power
weapon = self.get_weapon_data
n = weapon != nil ? weapon.atk : 0
# Multiplier of hand as defined in self.weapon_slot_powers
if weapon != nil and weapon.nb_hands == 1 then
multiplier = self.weapon_slot_powers[self.attacks[self.attack_count]]
end
if multiplier == nil then multiplier = 100 end
n = n * (multiplier/100.0)
else # Use cumulative attack power of all weapons if in status screen or
# if using skill and all_weapons_for_skills == true
n = 0
for i in 0...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
atk = weapon != nil ? weapon.atk : 0
if weapon != nil and weapon.nb_hands == 1 then
multiplier = self.weapon_slot_powers
else
multiplier = nil
end
if multiplier == nil then multiplier = 100 end
atk = atk * (multiplier/100.0)
n += atk
end
end
nb_weap = 0
for i in 0...self.weapon_slots.size
if self.weapon_ids != nil and self.weapon_ids != 0
nb_weap = nb_weap + 1
end
end # Penality if more than 1 weapon
penality = self.multi_weapons_penality != nil ? self.multi_weapons_penality : 0
penality = penality /100.0
if nb_weap > 1 then n = n * ( 1 - penality ) end
return n
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
# Return elemental set of the current weapon
weapon = self.get_weapon_data
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
# Status the weapon can give
weapon = self.get_weapon_data
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
# Status the weapon can remove
weapon = self.get_weapon_data
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# * Determine State Guard
# state_id : state ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
# Return state defense of all armor
for i in self.armor_ids
armor = $data_armors
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# * Get Element Revision Value
# element_id : element ID
#--------------------------------------------------------------------------
alias g7_ms_game_actor_element_rate element_rate
def element_rate(element_id)
result = g7_ms_game_actor_element_rate(element_id)
# Methods calculate bonus of extra weapon and armor
if self.armor_slots.size > 4
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Get Basic Strength
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_str base_str
def base_str
n = g7_ms_game_actor_base_str
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
n += weapon != nil ? weapon.str_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.str_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Dexterity
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_dex base_dex
def base_dex
n = g7_ms_game_actor_base_dex
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
n += weapon != nil ? weapon.dex_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.dex_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_agi base_agi
def base_agi
n = g7_ms_game_actor_base_agi
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
n += weapon != nil ? weapon.agi_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.agi_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Intelligence
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_int base_int
def base_int
n = g7_ms_game_actor_base_int
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
n += weapon != nil ? weapon.int_plus : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.int_plus : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Physical Defense
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_pdef base_pdef
def base_pdef
n = g7_ms_game_actor_base_pdef
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
n += weapon != nil ? weapon.pdef : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.pdef : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Magic Defense
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_mdef base_mdef
def base_mdef
n = g7_ms_game_actor_base_mdef
for i in 1...self.weapon_slots.size
weapon = $data_weapons[self.weapon_ids]
n += weapon != nil ? weapon.mdef : 0
end
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.mdef : 0
end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Evasion Correction
#--------------------------------------------------------------------------
alias g7_ms_game_actor_base_eva base_eva
def base_eva
n = g7_ms_game_actor_base_eva
for i in 4...self.armor_slots.size
armor = $data_armors[self.armor_ids]
n += armor != nil ? armor.eva : 0
end
return n
end
#--------------------------------------------------------------------------
# * Reset all slot data to default one
#--------------------------------------------------------------------------
def reset_all_slots
self.armor_slots = nil
self.weapon_slots = nil
self.armor_slot_names = nil
self.weapon_slot_names = nil
self.extra_slot_names = nil
self.weapon_slot_powers = nil
self.shield_hand_wield = nil
self.weapon_hand_wield = nil
self.shield_hand_slot = nil
self.weapon_shield_share = nil
self.multi_weapons_penality = nil
self.ignore_offhand = nil
self.all_weapons_for_skills = nil
end
#--------------------------------------------------------------------------
# * Returns behavior of items on character
#--------------------------------------------------------------------------
def weapon_shield_share
return @weapon_shield_share != nil ? @weapon_shield_share : WEAPON_SHIELD_SHARE
end
def weapon_slots
return @weapon_slots != nil ? @weapon_slots : WEAPON_KINDS
end
def armor_slots
return @armor_slots != nil ? @armor_slots : ARMOR_KINDS
end
def shield_hand_wield
return @shield_hand_wield != nil ? @shield_hand_wield : SHIELD_HAND_WIELD
end
def multi_weapons_penality
return @multi_weapons_penality != nil ? @multi_weapons_penality : MULTI_WEAPONS_PENALITY
end
def weapon_slot_powers
return @weapon_slot_powers != nil ? @weapon_slot_powers : WEAPON_KIND_POWERS
end
def weapon_hand_wield
return @weapon_hand_wield != nil ? @weapon_hand_wield : WEAPON_HAND_WIELD
end
def shield_hand_slot
return @shield_hand_slot != nil ? @shield_hand_slot : SHIELD_HAND_SLOT
end
def extra_slot_names
return @extra_slot_names != nil ? @extra_slot_names : EXTRA_SLOT_NAMES
end
def ignore_offhand?
return @ignore_offhand != nil ? @ignore_offhand : IGNORE_OFFHAND
end
def attack_count
# Returns number of attacks already made
return @attack_count != nil ? @attack_count : 0
end
def all_weapons_for_skills?
return @all_weapons_for_skills != nil ? @all_weapons_for_skills : ALL_WEAPONS_FOR_SKILLS
end
#--------------------------------------------------------------------------
# * Change behavior of items on character
#--------------------------------------------------------------------------
def multi_weapons_penality=(value)
@multi_weapons_penality = value
end
def weapon_slot_powers=(value)
@weapon_slot_powers = value
end
def weapon_shield_share=(bool)
@weapon_shield_share = bool
end
def shield_hand_slot=(int)
@shield_hand_slot = int
end
def shield_hand_wield=(bool)
@shield_hand_wield = bool
end
def weapon_hand_wield=(bool)
@weapon_hand_wield = bool
end
def ignore_offhand=(bool)
@ignore_offhand = bool
end
def all_weapons_for_skills=(bool)
@all_weapons_for_skills = bool
end
def attack_count=(value)
# Set number of attacks already made
@attack_count = value
end
#--------------------------------------------------------------------------
# * Change names for your slots
#--------------------------------------------------------------------------
def shield_name=(text)
# Set the shield slot name with...
# $game_actors[numberofactor].shield_name = 'Yourname'
@armor_slot_names[0] = text
end
def helmet_name=(text)
@armor_slot_names[1] = text
end
def armor_name=(text)
@armor_slot_names[2] = text
end
def accessory_name=(text)
@armor_slot_names[3] = text
end
def extra_slot_names=(array)
@extra_slot_names = array
end
def armor_slot_names=(array)
# Set a new array of names.
@armor_slot_names = array
end
def weapon_slot_names=(array)
# Set a new array of weapon names.
@weapon_slot_names = array
end
#--------------------------------------------------------------------------
# * End of CLASS: Game Actor
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Game_Actors
#------------------------------------------------------------------------------
# This class handles the actor array. Refer to "$game_actors" for each
# instance of this class.
#==============================================================================

class Game_Actors
#--------------------------------------------------------------------------
# * Order Items
#--------------------------------------------------------------------------
def order_items
for actor in 0...@data.size
if @data[actor] != nil and @data[actor] != 0 then
# Order armors
@data[actor].order_armor_ids
end
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Game Actors
#--------------------------------------------------------------------------
end


Section 3: Windows

#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 3: Windows
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias g7_ms_scene_equip_main main
def main
@additional_initialize_done = false
g7_ms_scene_equip_main
for i in 5...@item_windows.size
@item_windows.dispose unless @item_windows.nil?
end
end
#--------------------------------------------------------------------------
# * Initialize the extra right windows
#--------------------------------------------------------------------------
def g7_ms_scene_equip_additional_initialize
unless @additional_initialize_done
@item_windows = []
@item_windows[0] = @item_window1 # Weapon
@item_windows[1] = @item_window2 # Shield
@item_windows[2] = @item_window3 # Helmet
@item_windows[3] = @item_window4 # Armor
@item_windows[4] = @item_window5 # Accessory
nb_old_windows = @item_windows.size
for i in nb_old_windows...@actor.armor_slots.max+1
# Add the remaining windows for extra slots
@item_windows.push(Window_EquipItem.new(@actor, i) )
@item_windows.help_window = @help_window
end
@item_windows.push(Window_EquipOffHand.new(@actor, 0))
@item_windows[-1].help_window = @help_window
# If windows_stretch is true, stretch window
if G7_MS_MOD::WINDOWS_STRETCH
h = (@actor.weapon_slots.size + @actor.armor_slots.size + 1) * 32
h2 = (G7_MS_MOD::MAX_SHOW_SLOTS+1) * 32
h = [h, h2].min
@right_window.height = h
if @right_window.index > @actor.weapon_slots.size + @actor.armor_slots.size - 1
@right_window.index = @actor.weapon_slots.size + @actor.armor_slots.size - 1
end
if @left_window.y + @left_window.height == 256
@left_window.height = @right_window.height
elsif G7_MS_MOD::HELP_AT_BOTTOM == true and @left_window.height == 416 then
# Make left window shorter
@left_window.height -= 64
end
y_pos = (@right_window.y + @right_window.height)
y_space = 480 - y_pos
# If help at bottom, reduce bottom item window size
if G7_MS_MOD::HELP_AT_BOTTOM == true then y_space -= 64 end
for item_window in @item_windows
next if item_window.nil?
item_window.y = y_pos
item_window.height = y_space
end
end
@additional_initialize_done = true
end
end
#--------------------------------------------------------------------------
# * Refresh and make visible the correct right window
#--------------------------------------------------------------------------
alias g7_ms_scene_equip_refresh refresh
def refresh
# This part is used to refresh the equipped item at the right window
g7_ms_scene_equip_additional_initialize
@actor.translucent_texts.fill(false)
@actor.equip_type_force = index_to_equip_part(@right_window.index)
@right_window.item_fix_on
@right_window.scroll_fix_on
save = @right_window.index
@right_window.index = index_to_equip_kind(@right_window.index)
if @right_window.index == 0 and @actor.ignore_offhand? != true then
if @actor.nb_offhand_required(save) > 0 then
@right_window.index = @item_windows.size-1
end
end
@actor.equip_from_menu = true
# Ensure current equipment will get properly stored...
@actor.equip_mode = 'STORE'
# ...and re-equiped
@item_window = @item_windows[@right_window.index]
@item_windows[@right_window.index].visible = true
for i in 0...@item_windows.size
if i != @right_window.index then
@item_windows.visible = false
end
end
# Equip and remove item
g7_ms_scene_equip_refresh
@actor.equip_from_menu = false
@actor.equip_mode = nil
@actor.equip_type_force = nil
@right_window.index = save
@right_window.scroll_fix_off
@right_window.item_fix_off
if @item_window.index != @old_index
@right_window.refresh
end
@old_index = @item_window.index
end
#--------------------------------------------------------------------------
# * Convert the right_window.index to equip_type
#--------------------------------------------------------------------------
alias g7_ms_scene_equip_update_item update_item
def update_item
# This changes the @right_window.index to the correct value to take
# account of extra slots
@actor.equip_type_force = index_to_equip_part(@right_window.index)
@right_window.item_fix_on
@right_window.scroll_fix_on
save = @right_window.index
@right_window.index = index_to_equip_kind(@right_window.index)
@actor.equip_from_menu = true
# Equip item
g7_ms_scene_equip_update_item
@actor.equip_from_menu = false
@actor.equip_type_force = nil
# If not in item_window screen
if @item_window.index == -1
# If shield-weapon can modify each other
if @actor.shield_hand_wield == true and
if @right_window.index == @actor.shield_hand_slot then
@item_windows[0].refresh
@item_windows[-1].refresh
elsif @right_window.index == 0
# Refresh the shield slot
@item_windows[@actor.shield_hand_slot].refresh
end
end
if @right_window.index == 0 and @actor.ignore_offhand? != true then
if @item_window == @item_windows[-1] then
@item_windows[0].refresh
elsif @item_window == @item_windows[0] then
@item_windows[-1].refresh
end
end
end
@right_window.index = save
@right_window.scroll_fix_off
@right_window.item_fix_off
@actor.equip_type_force = nil
end
#--------------------------------------------------------------------------
# * Convert index to equip part
# index : slot number
#--------------------------------------------------------------------------
def index_to_equip_part(index)
# Return index of slot in the
# array [0, @actor.armor_slots, actor.weapon_slots]
# If Armor
if index >= @actor.weapon_slots.size
return index - (@actor.weapon_slots.size - 1)
# If extra weapon
elsif index >= 1
# Make it last
return index + [@actor.armor_slots.size, 4].max
else
return 0
end
end
#--------------------------------------------------------------------------
# Convert index to equip kind
# index : slot number
#--------------------------------------------------------------------------
def index_to_equip_kind(index)
# Return index of slot in either actor.weapon_slots or actor.armor_slots
i = index_to_equip_part(index)
# If armor
if index >= @actor.weapon_slots.size
set = @actor.armor_slots[i-1]
# If weapon
else
i = i == 0 ? 0 : i - [@actor.armor_slots.size, 4].max
set = @actor.weapon_slots
end
return set != nil ? set : 0
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Equip
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# * Item Fix On
#--------------------------------------------------------------------------
def item_fix_on
# Fix window
@fixed_item = @data[self.index]
@fixed = true
end
#--------------------------------------------------------------------------
# * Item Fix Off
#--------------------------------------------------------------------------
def item_fix_off
#stop fixing window
@fixed_item = nil
@fixed = false
end
#--------------------------------------------------------------------------
# * Don't scroll right window if you press L or R
#--------------------------------------------------------------------------
def update
if Input.repeat?(Input::R) or Input.repeat?(Input::L) then
return
else
super
end
end
#--------------------------------------------------------------------------
# Draws equipped items with support of translucent and cursed items
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# translucent : draw translucent
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, translucent = false)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
if item.cursed
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = G7_MS_MOD::CURSED_COLOR
elsif translucent
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 128)
self.contents.font.color = disabled_color
else
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
end
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
#--------------------------------------------------------------------------
# * Prevent needless update of item quantities in item window
#--------------------------------------------------------------------------
alias g7_ms_window_equipright_item item
def item
# This ensures that the number of items doesn't get updated if you move
# cursor in item window
return @fixed_item if @fixed
return g7_ms_window_equipright_item
end
#--------------------------------------------------------------------------
# * Change the height of right windows to fit the slots
# actor : actor
#--------------------------------------------------------------------------
alias g7_ms_window_equipright_initialize initialize
def initialize(actor)
# Initialize with a different height
g7_ms_window_equipright_initialize(actor)
# Total height of right window
h = (actor.weapon_slots.size + actor.armor_slots.size) * 32
# Change the height
self.contents = Bitmap.new(width - 32, h)
refresh
end
#--------------------------------------------------------------------------
# * Shows the slot names and the name of the items you have equipped
#--------------------------------------------------------------------------
def refresh
# Replaced method to show caption of all items and slot
self.contents.clear
@data = []
# Begin Multi-slot equipment script Edit
self.contents.font.name = G7_MS_MOD::FONT_NAME
for i in 0...@actor.weapon_slots.size
# Push the name(s) of the weapon(s)
@data.push($data_weapons[@actor.weapon_ids])
end
for i in 0...@actor.armor_slots.size
# Push the names of the armors
@data.push($data_armors[@actor.armor_ids])
end
@caption = []
for i in 0...@actor.weapon_slots.size
# Push the name(s) of the weapon slots
@caption.push(@actor.weapon_slot_names)
end
for i in 0...@actor.armor_slots.size
# Push the names of the armor slots
@caption.push(@actor.armor_slot_names[@actor.armor_slots-1])
end
@item_max = @data.size
if @actor.translucent_texts == nil then @actor.translucent_texts = Array.new end
for i in 0...@data.size
if @caption != nil
self.contents.font.color = system_color
# Draw the name of the slots
self.contents.draw_text(4, 32 * i, 92, 32, @caption)
end
# Draw the name of the equipment
draw_item_name(@data, 92, 32 * i, @actor.translucent_texts)
end
# Support for other script
if defined? xrxs_additional_refresh
xrxs_additional_refresh
end
# End Multi-slot equipment script Edit
end
#--------------------------------------------------------------------------
# * End of CLASS: Window EquipRight
#--------------------------------------------------------------------------
end



#============================================================================
# ** Window_EquipOffHand
#----------------------------------------------------------------------------
# A new window class that displays an equipped item in the actor's off hand.
#============================================================================
class Window_EquipOffHand < Window_EquipItem
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
weapon = $data_weapons
if weapon.needs_offhand == false
if G7_MS_MOD::TWOHANDED_IN_OFFHAND != false and weapon.nb_hands <= 1 then
@data.push(weapon)
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = G7_MS_MOD::FONT_NAME
#self.contents.font.size = 24
for i in 0...@item_max-1
draw_item(i)
end
if G7_MS_MOD::SHOW_REMOVE then
i = @item_max -1
x = 4 + i % @column_max * (288 + 32)
y = i / @column_max * 32
self.contents.draw_text(x+4, y, 100, 32, '[Remove]')
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Window EquipOffHand
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window class contains cursor movement and scroll functions.
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Scroll Fix On
#--------------------------------------------------------------------------
def scroll_fix_on
@scroll_fixed = true
end
#--------------------------------------------------------------------------
# * Scroll Fix Off
#--------------------------------------------------------------------------
def scroll_fix_off
@scroll_fixed = false
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
alias g7_ms_update_cursor_rect update_cursor_rect
def update_cursor_rect
# This prevents the windows from scrolling if scroll is fixed
# This was added to ensure that if there are few slots, the right equip
# screen doesn't scroll needlessly
return if @scroll_fixed
g7_ms_update_cursor_rect
end
#--------------------------------------------------------------------------
# * End of CLASS: Window Selectable
#--------------------------------------------------------------------------
end



#==============================================================================
# *** Global IF condition
# Shows a new status window if Status_window_arrange is true
#==============================================================================
if G7_MS_MOD::STATUS_WINDOW_ARRANGE
#============================================================================
# ** Window_Status
#----------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Begin Multi-slot equipment script Edit
self.contents.font.name = G7_MS_MOD::FONT_NAME
# End Multi-slot equipment script Edit
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
# Begin Multi-slot equipment script Edit
if G7_MS_MOD::EVADE
# Activate if you have a draw_actor_paramter method that draws evade
draw_actor_parameter(@actor, 96, 432, 7)
end
self.contents.font.color = system_color
self.contents.draw_text(320, 16, 80, 32, 'EXP')
self.contents.draw_text(320, 48, 80, 32, 'NEXT')
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 16, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 80, 96, 32, 'Equipment')
y = 108
for i in 0...@actor.weapon_slots.size
draw_item_name($data_weapons[@actor.weapon_ids], 320 + 16, y)
y += G7_MS_MOD::STATUS_WINDOW_SPACING
end
for i in 0...@actor.armor_slots.size
draw_item_name($data_armors[@actor.armor_ids], 320 + 16, y)
y += G7_MS_MOD::STATUS_WINDOW_SPACING
end
# End Multi-slot equipment script Edit
end
#------------------------------------------------------------------------
# * End of CLASS: Window Status
#------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# * End of Global IF condition
#--------------------------------------------------------------------------
end


Section 4: Other

#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 4: Other
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Go to phase4 step2 for attack if attack_count < attacks.size
#--------------------------------------------------------------------------
alias g7_ms_scene_battle_phase4_step6 update_phase4_step6
def update_phase4_step6(battler=nil)
# This methods make the battler return to phase4 step2 if there is an
# extra attack to be made
# If no battler parameter
if battler== nil then
# First do the appropriate action
g7_ms_scene_battle_phase4_step6
if @active_battler.is_a?(Game_Enemy) then return end
# Increase the number of attacks made
@active_battler.attack_count += 1
# If all attacks have been made
if @active_battler.attack_count == @active_battler.attacks.size or
@active_battler.current_action.kind != 0 or
@active_battler.current_action.basic != 0 or
judge == true
# End of turn, and return attack count to 0
@active_battler.attack_count = 0
else
# Return for extra attack
@phase4_step = 2
end
# If it requres the battle as a parameter
else
g7_ms_scene_battle_phase4_step6(battler)
if battler.is_a?(Game_Enemy) then return end
# Increase the number of attacks made
battler.attack_count += 1
# If all attacks have been made
if battler.attack_count == battler.attacks.size or
battler.current_action.kind != 0 or battler.current_action.basic != 0 or
judge == true
# End of turn, and return attack count to 0
battler.attack_count = 0
else
# Add the battler again to the action
if @action_battlers.include?(@active_battler) == false then @action_battlers.push(battler) end
# Return for extra attack
battler.phase = 2
end
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Battle
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Fix equiped item if user load saved game
#--------------------------------------------------------------------------
alias g7_ms_scene_load_read_save_data read_save_data
def read_save_data(file)
g7_ms_scene_load_read_save_data(file)
$game_actors.order_items # Order armor when you load a saved game in
# case it is an old game
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Load
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# * Fix items as you open RMXP
#--------------------------------------------------------------------------
alias g7_ms_scene_title_main main
def main
RPG.initialized_item_types = false
g7_ms_scene_title_main
RPG.set_new_item_types
end
#--------------------------------------------------------------------------
# * End of CLASS: Scene Title
#--------------------------------------------------------------------------
end



#==============================================================================
# ** Interpreter (part 3)
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
#--------------------------------------------------------------------------
# * Conditional Branch to make it work when comparing extra items
#--------------------------------------------------------------------------
alias g7_ms_interpreter_command_111 command_111
def command_111
result = false
broken = false
case @parameters[0]
# When Actor
when 4
actor = $game_actors[@parameters[1]]
if actor != nil
case @parameters[2]
# If weapon
when 3
for i in 0...actor.weapon_ids.size
# Compare
result |= (actor.weapon_ids == @parameters[3])
end
broken = true
# If Armor
when 4
for i in 0...actor.armor_ids.size
# Compare
result |= (actor.armor_ids == @parameters[3])
end
broken = true
end
end
end
# If other conditional branch
unless broken
# Do the normal condition
g7_ms_interpreter_command_111
return
end
@branch[@list[@index].indent] = result
if @branch[@list[@index].indent] == true
@branch.delete(@list[@index].indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# * End of CLASS: Interpreter
#--------------------------------------------------------------------------
end



#==============================================================================
# ** MODULE: Kernel
#------------------------------------------------------------------------------
# A module defining the methods that can be referred to by all classes. Object
# classes are included in this module.
#==============================================================================

module Kernel
private
def Rg(from, to, *step) Rg.new(from, to, *step) end
end



#==============================================================================
# ** Rg
#------------------------------------------------------------------------------
# Class of modified RGSS statements, enhanced with module Kernel.
#==============================================================================
class Rg
#Used to a more effective for ... in ...
include Enumerable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(from, to, step = sign(to - from))
@from, @to, @step = from, to, step
@to += @step - ((@to - @from) % @step)
end
#--------------------------------------------------------------------------
# * Each
#--------------------------------------------------------------------------
def each
x = @from
until x == @to
yield x
x += @step
end
self
end
#--------------------------------------------------------------------------
# * Sign
#--------------------------------------------------------------------------
def sign(x)
case
when x > 0
1
when x == 0
0
else
-1
end
end
#--------------------------------------------------------------------------
# * End of CLASS: Rg
#--------------------------------------------------------------------------
end
 

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