(UI not included)
This script allows you to customize your actor’s equip slots. You can choose exactly which slots you want to have. Don’t need a hat? Need two accessories for a necklace and a ring? Customize your 5 slots the way you want them to be shown.
In RPG Maker, each actor is given 5 equip slots:
Additionally, you have the option to turn your Shield slot into an extra Weapon slot using “dual wield” features that can be applied to your actor. However, your actors can only have 5 slots. Perhaps your actor can wear 3 accessories? Unfortunately, the default engine doesn’t support that, but that’s where this script comes in.
In addition to choosing which slots you have, you can add or remove slots. Maybe 5 slots is too much, or too little. You can additional slots as you need them.
You can choose what type of equips a particular slot will take. Each equip slot comes with an equip type. Combined with scripts that allow you to create your own equip types, you can then add any number of custom slots to your actors such as gloves or boots in addition to the default equip types.
The order that the slots appear can be configured so that they automatically sort themselves in the window.
For scripters, this script refines the way equip slots are managed, allowing you to easily add new functionality to them such as adding or removing equip slots dynamically without having to worry about the drawbacks that the default implementation holds.
Script: download here
Further equip slot functionality can be added using the following scripts. These scripts must be placed under the core equip slots script.
- Custom Equip Types – set up custom slot types
- Multiple Equip Types – allows you to place an equip in multiple slots
- Dynamic Equip Slots – add or remove equip slots during the game
- Utils: Change Equip – Script calls to change equips, if the event editor can’t help
- Equip Slot Sealing – allows you to seal custom equip slots
- Equip Slot Fixing – allows you to fix custom equip slots
Place this script below Materials and above Main
- Core – Equip Slots by Sinweaver
Assign initial equip slots
Note-tag actors or classes with
<equip slot: x>
x is the equip type ID (etype ID). By default, they are as follows:
0 - weapon 1 - shield 2 - headgear 3 - bodygear 4 - accessory
Actor equip slots take precedence over class equip slots if both have been
assigned. If no equip slots are assigned, then the class receives default
equip slots defined in the configuration.
Assigning initial equips
Because your actors may not have the default equip slots, the database editor may not be suitable. To set an initial equip for the slots, you can set them when you are defining your equip slots:
<equip slot: 0 w4> <equip slot: 1 a2>
This equips the first slot with weapon 4, and the second slot with armor 2.
Note that the script currently only allows one type of equip in a slot, so
you can’t equip both weapons OR armors in the same slot.
Custom Equip Types
If you are using a custom equip script that allows you to define your own
equip types, you can use those etype ID’s as well.
Sorting equip slots
In the configuration, there is a Sort_Order that determines how your equip
slots will be sorted based on etype ID. You must provide a value for every
etype ID in your project.