Equip Manager

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”.


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28 Responses

  1. TiagoMS says:


    Line 254: NoMethodErro Ocurred
    undefined method 'scan' for nil:NilClass

    • TiagoMS says:

      The error occurs when we put the "<dual_slots: 2 2 2 3 4>" (example) in the notes of the Actor.

      Entering the game, activate the "Dual Wield" and go to "Equipment", the error appears.

      • TiagoMS says:

        Sorry about the multiple post's but forgot to comment on the contents of the line, because I added 30 "Slots". =)

        @dual_slots = res[1].scan(/\d+/).map!{|etype_id| etype_id.to_i}


        • Hime says:

          There may be a number of bugs with this script. I switched over to Core Equip slots since it is more flexible and has higher compatibility: http://himeworks.com/core-equip-slots

          If you need to be able to equip different types of equips in the same slot (eg: shield or dagger) you can use http://grimoirecastle.wordpress.com/rgss3-scripts/gameplay-scripts/multiple-equipment-types/

          • TiagoMS says:

            This script is perfect. (Equip manager)


          • TiagoMS says:

            This script is perfect. (Equip manager)

            http://grimoirecastle.wordpress.com/rgss3-scripts/gameplay-scripts/multiple-equipment-types/ is compatible with core Equip?

            It is possible to define the "types" to be used when a HERO IN PARTICULAR, using "Dual Wield"?

            Actor Normal 1: 0,1,2,3,4. Dual Wield: 7,8,2,3,4
            Actor 2 Normal: 1,2,3,4 Dual Wield: 1,1,2,3,4
            Actor 3 …

            Is it possible?

          • Hime says:

            It might be. I am currently in the process of uploading my own "multiple equip type" myself which is compatible with my script (but maybe not with other equip-related scripts).

            There are plans for allowing you to define what happens when "dual wield" feature is applied (for example, replace all "shield" slots with "weapon" slots), but I have not implemented it yet. Maybe I can look at it tonight since you are interested in it (I do scripts based on interest-level and demand)

          • TiagoMS says:

            I'm very interested, because this way, open space in order to create "master works".

            Leaving hands able to "Hands Free".

            Skill 1 = Enables use Sword one hand.
            Skill 2 = Enables use two swords first hand
            Skill 3 = 1 Enables use of two hand sword
            Skill 4 = Enables use 2 swords 2 hands.
            Skill 5 = 1 Enables use of one hand shields
            Skill 6 = Enables use two shields one hand
            Skill 7 = Enables use one shield one hand
            Skill 8 = 1 Enables use of two hands shield + 1 Sword 2 hands.

            I think this fantastic idea because it develops a new dynamic to the game. Giving specific characteristics to each hero.

            But this is only possible with script. the "Equip Manage" was the closest I've seen to achieve this goal.

          • Hime says:

            You can test whether 2-handed weapons work, since you would just seal the slots.

          • TiagoMS says:

            This is a problem because if you have 2 main hand (2 slots for weapons) and block "Weapon" (as the base date), he locks the two slots.

            Arises to lock the "Shield", and he has two weapon slots, nothing will happen.

            (The project has 25 heroes with separate stories, own spells, own styles. Hence my concern about giving specific characteristics)

          • Hime says:

            Ideally you would have a "hands" slot that holds both shields and swords. If you are holding a two-handed weapon, it will lock all the slots.

          • TiagoMS says:

            Desculpe pelo meu inglês. Fico no aguardo =)

            Sorry for my English. I'm waiting =)

          • TiagoMS says:

            Yes, it would be ideal.
            A command that define the weapon (or shield) as "<Two-Hand>"

            But also could be a condition that in a "Hero X" could be used "two two-handed weapons." (I saw it in "World of Warcraft." Found it very interesting.)

            It is very important to define "hero which uses what."
            So I thought cool Equip Manage, it was possible to define:
            0 = Shield, Dagger, etc. ..
            1 = Only Axe
            2 = only shield
            3 = Weapon (Axe), Bow, shield

            The possibilities were limitless.

        • TiagoMS says:

          You will update the script? xD

  2. unfauglith says:

    This notetag: equip_slots: 0 1 2 3 4 5 6 …

    • Hime says:

      I am not sure how you would specify whether you are using an actor’s equip slots or its class equip slots.

      • unfauglith says:

        I assumed there was a priority thing, or something. When I use the notetag in actors, it does change from the default, but when I use it in classes, it doesn’t change, even if there’s no notetags in any actors. Also it overrides the same function with notetags of Yanfly Equip Engine, so basically, I can change the slots for different classes. 🙁

        It would be great if you could do something about this. Anyway, great script, and thanks.

      • unfauglith says:

        Nevermind! I just find a way around it. Thanks anyway,

  3. unfauglith says:

    The notetag works for actors, but not for classes.

  4. It comes up as soon as I select new game in test play. It is just below YAE — Equip Engine in my script list

  5. I’m getting a no method error with this script. The message is:
    Script ‘Equip Manager’ line 187: NoMethodError occurred.
    undefined method ‘scan’ for nil:NilClass

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