By default, RPG Maker gives you 5 equip types to work with:
However, one problem you might notice is that every actor will have those equip slots, even if they can’t use any of the equips that you’ve designed for those slots.
Another problem is you can’t add multiple copies of the same slot to an actor: they can only have one of each. Want to wear two accessories? Can’t be done.
This plugin solves that problem. It provides ways for you to customize your actors’ equip slots, allowing you to choose exactly which slots they will have in the game.
Plugin: download here (right-click and save as)
- Patch for Yanfly’s Item Core
Download the plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the HIME_EquipSlotsCore plugin.
Once it is in your list of plugins, turn the plugin on.
Adding Equip Slots
First, if you are using this plugin, the default “Initial equipment” box will no longer be used. Instead, you will manage all actor equip slots using note-tags.
To add an equip slot, use the following note tag:
<equip slot: ETYPE>
The ETYPE, which is short for “equip type”, is one of the equip types that you have set up for your project. You can see this in the Types tab that I showed earlier
You can either write the ID of the etype, or you can write the exact name of the etype. For example, Weapon is equip type 1, so you can write either
<equip slot: 1> <equip slot: Weapon>
Depending on your preferences. I would recommend writing out the full name so that it is clearer, but if you ever change your equip types names you will need to remember to update these note-tags.
If you would like to add more equip slots, just add more note-tags. Want 3 weapons and 2 rings, assuming they are in the database?
<equip slot: Weapon> <equip slot: Weapon> <equip slot: Weapon> <equip slot: Rings> <equip slot: Rings>
And when you go into the game, you’ll see those slots set up for your actor!
Specifying Initial Equip
Because the Initial Equipment box is no longer used, you will need to find another way to specify them.
The equip slot note-tag supports initial equip, using something called an “Item Code”, and is written like this:
<equip slot: ETYPE ITEMCODE>
An Item code is a quick way to reference a particular weapon, armor, or item. They look like this:
a1 - armor 1 w3 - weapon 3 i5 - item 5
So for example, if you want your actor to have a weapon slot with weapon 4 from the database as its initial equip, use the note-tag
<equip slot: Weapon w4>
Here is an example where I set starting weapons for three of my weapon slots:
Adding and Removing Equip Slots Dynamically
You may want to add or remove equip slots during the game.
To add an equip slot, use the script call
Where the ACTOR is a reference to a Game_Actor object, and the ETYPE is the name or ID of the equip slot you want to add.
For example, you can write
To give actor 2 an extra equip slot of type 4 and “Accessory”
Removing slots is done using a similar script call
For example, if you want to remove the equip slot you added before, you can write
A random equip slot of that type will be removed. If the equip slot contains an item, the item will be un-equipped and returned to the inventory.
If no such equip slot exists, nothing will happen.
Multiple Equip Types
By default, all equips have one equip type. You can assign additional equip types using note-tags.
With multiple equip types, you can put on the same equip in multiple slotsof your choice.
To assign additional equip types, note-tag armors or weapons with
<equip type: TYPE />
You can assign as many equip types as you want.
This plugin provides bare-bones equip slot functionality. The purpose is to be able to use it with *any* equip scene, whether it is the default scene or a custom scene. You can try to see if my plugin will be able to work with other equip menus.
For example, if you would like to use Yanfly’s equip menu, but you would like to use my equip slot functionality, simply place my plugin under this.
About Dual Wield
This plugin does not offer a way to handle “dual wield”, because you might not have a shield slot, and it doesn’t make sense to replace a different slot with a weapon slot. Please comment if you need dual wield and how your dual wield mechanics will work.