This script revises the way equipment slots are handled, as well as re-defining the built-in “equip type” system. You have full control over your equip slots and is not bound to the default slots.
Script: download here
Custom equip types
Define your own equip types. “Weapon” is too generic? Create equip types that reflect what your equip slot will take.
Custom equip slots
Customize equip slots for each actor. This can be based on actor, or class, so that changing classes may result in different equip slots. You can have a limitless number of equip slots.
Equip Type Mapping
You define what an equip slot will take, using an easy and intuitive interface provided by the editor (after setting up the script). You can say an equip slot only takes “Swords” and “Katana”, or you can create a slot for a “Bow” and another slot for “Arrows” and setup your database so that you have a “Bow” weapon type and an “Arrow” weapon type (shown above)
An equip slot is no longer limited to just weapons or just armors. Instead, you may mix them together! Native support for “free hands”, for example:
By combining all of these features, you have a fully customizable equip slot system for each and every actor (or class)
Instructions are in the script.
Note-tags of interest:
Setup your initial equips, according to your custom equip slots, using “w” for weapon, “a” for the armor, and the database ID. Use 0 if you don’t want anything in that slot.
<init_equips: w1 a2 0 0 a45 ... >
Setup your equip slots, providing regular and dual-wield slots. Can provide any number of slots based on equip type ID.
<equip_slots: 0 1 2 3 4 5 6 ... > <dual_slots: 0 0 2 3 4 5 6 ... >
Your actor must be able to equip a weapon/armor type in order to actually equip something, even if the equip slot allows you to equip it.
Keep in mind that “equip type” is no longer used. You must change your armor database and set all of the armors to use an appropriate “armor type”.