Last Updated: 2012.01.22
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The default equipment system in RPG Maker VX is the standard equipment system seen in all of the previous iterations, which consists of weapon, shield, headgear, bodygear, and accessory. To break free of that norm, this script allows users access to giving actors and/or classes dynamic equipment setups (including having multiples of the same categories). In addition to having different equip slot setups, newer equipment types can be made to allow for more diversity in armour types.
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A new layout has taken over the equip scene. The equip scene actually looks more like the skill scene now with its layout. The stat window has been shifted over to the lower right and extended to show MaxHP and MaxMP changes from equipment as well. This was one of the things that weren’t available with the default layout (which is funny because MaxHP and MaxMP bonuses for equipment can be altered through the database). The equipment slots have also been expanded and placed in the lower left corner. More than 5 slots can be donned and it’s up to the user how many are needed.
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Customize different types of equip slots for everyone of your actors or classes. Actors with unique equipment slot setups will take priority over classes with unique equipment slot setups which will take priority over the default equipment slot setup.
<equip slots> string string </equip slots>
This sets the actor’s default slots to whatever is listed in between the two notetags. An actor’s custom equip slots will take priority over a class’s custom equip slots, which will take priority over the default equip slots. Replace “string” with the proper equipment type name or when in doubt, use “equip type: x” with x as the equipment type.
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With new equip slots, there needs to be new equip types. Newer equip types are handled in the module. Use <equip type: x> tags to change a piece of armour’s equip type.
<equip type: x> <equip type: string>
For the newer equip types, replace x or string with the equip type ID or the name of the equip type respectively. This will set that armour to that particular equip type.
—
Add on more pieces of equipment to an actor’s starting gear using notetags. They’ll be equipped in the next available valid slot.
<starting gear: x> <starting gear: x, x>
Adds armour x to the actor’s list of starting gear. This is used primarily for the newer pieces of gear that can’t be added through the starting set of equipment through the RPG Maker VX Ace editor by default. Insert multiple of these notetags to add more pieces of starting gear if so desired.
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Fixing and sealing equip types are also possible for non-default equip types as long as you use these notetags. These notetags can be used for actors, classes, weapons, armours, and states.
<fixed equip: x> <fixed equip: x, x>
This will fix the equip type x. Fixed equip slots mean that the equipment already on it are unable to be exchanged in or out by the player. This tag has been made so that equip types can be fixed for equip type 5 and above. Use multiple of these notetags to add more fixed equipment restrictions.
<sealed equip: x> <sealed equip: x, x>
This will seal the equip type x. Sealed equip slots mean that no equipment can be equipped onto that equip type slot. This tag has been made so that equip types can be sealed for equip type 5 and above. Use multiple of these notetags to add more sealed equipment restrictions.
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When evening, to equip new types of equipment onto actors, just use the regular event. The item will automatically be placed into the next available but valid slot.
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Require certain equip types (like weapons) to require something to be equipped at all times. This can be done through the module.
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Likewise, have certain types ignore the optimization function (like accessories).
— And that’s all folks! —









looks good guess its not possible to allow an actor to gain more slots after reaching a certain level, learning a skill or a switch is activated?
I think you could do stuff like that via class changes. :)
Whoo-hoo. Your equip scripts are always great. Being able to rename the equipment slots per actor (and this time, class as well) is something I always like to be able to do. Adding extra slots is handy too, but the renaming is the most important thing to me because it gives the characters more personality (not sure if that’s the right word for what I need).
I LOVE IT !
It would be nice to see how the weapon/armour affects things like accuracy(HIT), and maybe physical-attack evasion(EVA/EVD) and critical damage(CRI). The other abilities (magic evasion, etc.) can be noted in the description, but those I’ve listed I think seem to be more important to know when equipping for easier weapon/armour comparisons.
Thanks Yanfly, not being able to see Max HP, Max Mp go up with equips was annoying.
Just some basic question: Is it even possible to have “greens”, like in many MMORPGs, that is equipment with random stats? Like or something like that? I could imagine that the database or something would not let you do stuff like this, so I am asking. Because these stats would be generated only once when generating the item and putting it into the player’s inventory. And then, what would happen if you receive the same item again? It would have to be listed separately in the inventory, although in the database it’s the same item number. :/
Those items are separate objects. The way RPG Maker (all of them) handles items is that they all draw information from one source. So by default, no, it’s not possible to do. I wouldn’t recommend having separate items for an RPG Maker game anyway.
Well, then I have to make several items with the same name and different stats, so do you plan on making a script that allows an unlimited number of possible drops for YEA, too? :)
Yo were faster than KGC this time ( ? )
Nice script, and with tons of options
KGC no longer scripts. :(
KGC will return someday, even you “left” for a while.
RPG Attacts people like a magnet.
KGC yes longer scripts :D
http://ytomy.sakura.ne.jp/tkool/rpgtech/techlist_vxace.html
What I would like to see here is an impact on possible equipment by already equipped items. The best example would be this: You are a warrior being able to equip either a one-handed sword and a shield or a two-handed axe and gloves. So when you equip a sword, you can wear shields or gloves, but when you equip an axe you are restricted to gloves. I think you could easily do that with a tag. So you put into the axe’s note box.
You can already do that with traits.
Somehow the tag was not trasmitted. ô.o I meant you could do that with a tag “block equip type: shield” that you put into the axe’s note box. (It won’t transmit the brackets here, appearantly.)
v1.01 – Script efficiency optimized.
How can I achieve this?:
Any weapon must be equipped to Slot#1 AND Fire Necklace must be equipped to Slot#5 in order to learn the Fire Attack skill.
Multiple equipment requirements before a skill can be learned. The type of skill to be learned depends on e.g. the Fire Necklace, but there must be a weapon equipped.
Thanks for any help.
Have the fire necklace teach the skill through a trait. Use Hide Menu Skills through a Hide Eval to hide the skill unless the other weapon is equipped.
“unless the other weapon is equipped”
Can you give me an example of the piece of code for that line please?
Also, do you know where I can learn similar pieces of code so I can think up other designs? Like a list that explains methods, objects, behaviours, etc. but pertaining to the RGSSx, not Ruby.
Thanks for your help.
Remove the equipment, there are times when numbers did not change the status screen or when the equipment.
Please correct.
Thanks for letting me know!
v1.03 – Bug Fixed: Stats didn’t update.
Please display “a hit, evasion, the critical” to a right status screen!
v1.04 – Compatibility Update: Equip Dynamic Stats
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/equip-dynamic-stats/
I would like to do this:
I have 3 Necklace slots. When the actor equips a Ruby Necklace to any of those slots, 2 more Necklace slots are added. When the Ruby Necklace is removed, the 2 slots are removed and any items equipped to them are also removed. Of course, if I have many Ruby Necklaces, I should be able to continue to equip and increase the Necklace slots.
Any idea on how I can do that?
Would there be a way to have a custom command switch the current character between dual-wielding and weapon/shield mode? I wouldn’t have any idea where to start with that.
You can do this with traits.
I don’t think you can have an option in the equipment menu change the character between dual-wielding and not. =/
What I mean is an option that toggles the trait.
What about add a visual equip script?
Check here for a Visual Equip:
http://www.rpgmakervxace.net/index.php?/topic/766-victor-engine-visual-equip/
Something I had a problem with but found out after a bit of trying, perhaps it will help somebody else. :)
string
string
The above doesn’t work.
The below works though:
string
string
It’s important that you don’t use spaces before the equipment name, else it won’t work and will just use the default equipment.
Evil spaces. -_-
Great script though! :)
Argh, the comment system ate my tags. :(
Anyway, I’ll try again.
..string
..string
The dots before the string are spaces. They can’t be there else the alternate equipment won’t work and will just use the default one.
/equip slots>
..string
..string
//equip slots>
v1.05 – Bug Fixed: equip slot notetags updated to factor in spaces.
Dynamic stats in the equip window aren’t displayed. Can’t say why though.
Lunatic Fairy explains why. Lunatic Fairy suspects you’re a nub.
It works fine.
If hero is some class with X slots then you turn him into another class with more slots, an error happens when you try to change some equip of new slots.
error:
” Script ‘Game_Actor’ line 206: NoMethodError occurred.
undefined method ‘object=’ for nil:NilClass ”
even when you choose clear or optimize error happens, but in line 197
anyway, great script.
hope you can fix it (: thanks
Thanks for the find!
v1.06 – Bug Fixed: Crash when changing classes to different equip slots.
Thank YOU.
I still get this Bug. Any help?
Infact I got the same error on Party Sized Menu, Command Party Enemy, HP bars, Class System, and Class Unlock Level. Help is appreciated
黄 for president.
A minor bug perhaps?
Weapons can’t be removed. Tested in a fresh project.
It’s a part of the features. You can set some equipment to unremovable. Weapons in the script is set to unremovable by default.
Ah, alright then.
Err, I meant that weapons cannot be removed in order to create an empty slot.
This may be a bug or perhaps I did something but when the equipment engine was added as is, it created a problem in the formation menu that made it not display the names of the equipment on the actors. It just lined the icons up on the one line next to each other. Any who though amazing scripts so far YF :)
I was making a pet type animal battle buddy for in a game.
However for some reason I get two weapon slots when I only really want one.
I have weapon slots set this way.
equip type: 0
equip type: 11
equip type: 8
equip type: 9
Now it will show me equipment slots for Weapon, Weapon, type11, type8, type9.
I am really confused about the 2nd weapon button since its not needed at all.
I would rather not add in a shield slot but I wold also not like to see two weapon slots and it slightly bothers me since its taking up the extra room.
Forget this problem. It had nothing to do with this script. I forgot I had put in the Asagi’s Gun License script into the project to see how it worked.
I feel like a really big moron now T_T.
You’ve limited it to equip type 5 and above, but how can I fix equipment types 1-4?
For instance, how can I force a cursed weapon to fix itself so that it cannot be removed?
(I’ll remove it through events… or can I through a script call?)
One of my character starts as a prisoner (a thief, eh). His default equipment type 5 (gloves) are “Handcuffs”. I made sure the handcuffs are a fixed equipment by adding “fix equip: 5″ in the notetag.
Now, somewhere in the story, the key to unlock the handcuffs is found and I want that key to unequip the handcuffs. (this is funny cause neither the handcuffs nor the key disappear from the player inventory. If someone equips the handcuffs later and sold the key, too late :-) )
Anyway, I made an item called “key” that call a common event called “use key”. Now because the “gloves” are considered as a new equipment slot #5, I cannot make that the common event removed the equipped gloves. The default menu only allows “Weapon”, “Shield”, “Head”, “body” and “accessory”.
Any idea how to remove “fix equip: 5″ once the key is used ?
Thanks
Oh problem solved. So sorry for the useless post :-(
How did you solve it?
Instead of the small blue arrow on the stats area I have a small square like [] anyone know why this is happening?
i know this is probably the most obvious question to some, but im new to the whole rpgmaker thing. how do you put the script in the game?
It tells you on every script….
but i downloaded the script file and its .rb format. how do i open it?
Use any type of programming compiler.
http://www.bloodshed.net/devcpp.html
Download that, it’s free. It will let the code appear, then you can copy and paste it into RPG Maker.
cheers man.
Or more simply open it with Notepad.
okay guys where exactly in the script editor do i place this script?
Hit F11 in the editor. :P
It says it right at the top of the thing you’re trying to paste. :V
Ok, so I have a quick question that might not have such a quick answer. I was looking to have 2 weapon slots; Main Hand and Off Hand. I would like the ability for any character that is allowed shields to equip shields into the Off Hand slot (thus I might make all shields Weapons in the editor?). I would like any character to equip “Light” weapons in either slot, but regular weapons only in the Main Hand slot unless they have unlocked an ability which would let them equip regular weapons in either, or both, slots. Does this make sense? I hope someone might have an idea what I might be able to do for this! :D Thanks in advance!
Hi,
I would like to use Formar extra slot script, I know there is a way to call his script with your script but I don’t know how to set up this :
:custom1 => [ "Slots", 0, 0, :command_name1],
Can someone explain it to me please ?
Hello, I have a request/question.
Would you be able to add an extra option for Armour Class Items to add an equip slot to the Actor?
Here is the thought that sparked that question. If your Acher equips a quiver to her “Back” armour equip slot, that item would give her the “Ammo” item equip slot, where you could then equip arrows to actually use her bow in a fight using a forced item using script. It would give players more customizable options than pretending you automatically have a quiver when you purchase arrows and just use them from your inventory.
Thanks for listening!
sorry for double post,
also I learned from your equip slots script that the weapon is set to 0 and dual wield replaces the 1 slot with another 0. would you be able to make a script where weapons have a note tag that returns the second 0 back to 1? The reason I ask is because of a post i made on rpgmaker forums asking about a Dual Wield Bug/Glitch. If an Actor is dual wielding, he is able to use a two handed weapon in one hand because the Seal Shield tag that the tutorials say to use to make a two handed weapon doesnt return the second 0 from dual wielding back to 1. Do you think there’s a way to accompolish this?
You can do that without this script, sort of… You would need a script that would force a bow to use arrows. But to answer your question, it’s very simple, on your “quivers” Features in the database, double click an empty space and go to the “Equip” tab and add whatever you want that piece of gear to unlock whichever equip spot.
it would work for a single actor, but for a general item, doing it like like would waste equip slot space and make it not look good.
ex – a warrior with a two handed weapon doesnt need the Ammo slot unless he equips the bow and quiver, but just sealing and unsealing would just create too much slots for every character, especially if you also wanted bolts and bullets. thats three ammo type equip slots that would be greyed out through most of the game on a character until he chooses to use them.
Maybe it would be better to ask if it could be possible to HIDE the slots until something happens, like equiping a sword with a note tag to unhide a made additional weapon slot (not giving it the actual dual wield slot tag) and hide the shield slot.
0: Weapon
0: Weapon ==> make hidden and automatically unequip whats there
1: Shield ==> if class is ?Ninja maybe? hide this instead
2: ……
……
…..
if equip a bow when equip { 0, 0, 2 .. #}
return { 0, 1 .. # }
seal 1 (shield) (but the bow item itself can do that)
that way youre not dual wielding a bow and knife, and it works out with the quiver idea…
if equip quiver
unhide quiver ammo slot
when remove
hide quiver ammo slot and unequip anything there
this way it saves space on the status screen and looks clean without being soooo long. you can even do other equip hiding things to with mages if you think about it
Minor problem here, but… how do you get the menu to scroll through equipment types? Cause I set 10 equip types… they no show :P also, i did as i think the instructions said, but i cant get the characters starting equipment to have the new equip types…
Im using Ace Menu script as well as equip script, so mine may differ from yours, but mine scrolls fine when i go to equip and hit the change button. the cursor/highlight thing goes to the equip slots and im able to scroll down.
Odd… also, it seems that armor for the slots that dont show up cant be optimized, though i set the to be optimizable… i checked to make sure that the problem was that i couldnt see the equips cause i couldnt scroll , but the armor was till in the inventory after optimize… maybe i entered something wrong?
I am using your script as well as another script “FP Inventory System” and “FP: Equip Levels” both by Tsukihime and their links are:
http://www.rpgmakervxace.net/topic/3812-fp-inventory-system/
http://www.rpgmakervxace.net/topic/3838-fp-equip-levels/
but I am wondering what script call I can use to force the main pc to un-equip everything?
as when I try to use the normal change equipment commands the equipment stay equipped.
Any help will be greatful.
Script ‘Yanfly Equip’ line 205: SyntexError Occurred
unexpected keyword_true, expecting ‘]’
8 => [ "Rune", true true],
Does anyone know how to fix this?
It should be like this…
8 => [ "Rune", true, true],
Is it possible to only have weapons be swappable, rather than all types of equipment? I’ve been racking my brain over it for awhile now but since this script seems to call the full equipment screen I am just not sure if what I want to do is even possible.
Thank you to anyone who can lead me in the right direction.
I love how on your blog, for some reason, people are retarded and always post in the wrong places. I am one of those people. Should have been on Command Equip, and there is a solution in the comments there.
Now I need to figure out how to get weapons to drain a set amount of TP on switching…
Thank you for all your scripts!
Hmm… It seems no matter what I do, the Headgear, Bodygear, and Accessory names will not change. Any ideas?
Nevermind, I am a flippin’ tard who just jumped ship from rmxp.
Please tell me how you fixed this. No matter what I do they keep calling themselves Headgear, Bodgear, etc.
I absolutely love this script! But i was curious to if you could create a dual wielding script that would be compatible with this one. I’ve found one on the master list of scripts, called “Dual Wield – Free Hands” by fomar0135. But it’s not compatible with this one :(
Explain your means for “Dual Wielding” because dual wielding is already in RPG Maker.
Oh, sorry i should’ve clarified. I’m searching for a script that would allow an actor to use both a shield and sword, or two swords! and so far, the only script i found (that works! but isn’t compatible with this script) is the “Dual Wield – Free hands” script by fomar0135. If you look up that script on the master list, you should get an idea of what i’m looking for.
Ah, okay. So you want the actor to be able to dual wield, but without taking away the ability to use a shield?
I’m pretty sure with this script you can adjust it to do what you want.
This is an amazing script. It took me a couple of days to work out all the little bugs (but they were mostly my fault) but something I would like to know is…
Can this be made comparable with Yanfly’s Class/Job System?
By which I mean, I would VERY much like the ability to give some subclasses additional equipment slots. However, currently as it works (unless I am mistaken) is that a subclass with have NO impact whatsoever on what slots can or cannot be used.
If this request is too much thanks anyway, I appreciate all the hard work youve gone to to help me make my game possible.
~Akashic Soldier
is there a way in the equipment menu to make a Command (like the Optimize) but that turns on/off a switch ??
the idea was to togle on/off the Dual Wield.
You should add a Seal weapon type. As
So it seals a weapon type on stats.
Like: Monkey Grip. For 250 steps you can dual wield.
Seals Spears, Two handers and etc.
Would be nice for the upcoming update.
I am getting an error just when I go to test a game now.
Script Game actor Line 119: Nomethoderror occured.
Undefined method ‘size’ for nil:nil:class
Any ideas?
my equip slots is
DEFAULT_BASE_SLOTS = [ 0, 1, 2, 2, 2]
#0-weapon
#1-armor
#3-Spell
so the output in the window would be :
Weapon
Armor
Spell
Spell
Spell
the spell is repeated 3 times
how can I have it like this ?
Weapon
Armor
Spell
help plss :(
Hey May!
I believe you base slots need to look like this.
DEFAULT_BASE_SLOTS=[0, 1, 3]
This is assume #3 is spell :)
Hope this helps!
Hi Yanfly!
Amazing script, and so useful!
I was curious though, do you plan on expanding this script’s use, so that when you equip items, more slots open up?
For example, when you equip a tome, 3 equip slots (page slot) open up. What are your thoughts?
Hi!
I have a problem with the script. My equip slots are:
0 => [ "Weapon", false, true],
1 => [ "Shield", true, true],
2 => [ "Hat", true, true],
3 => [ "Armour", true, true],
4 => ["Accessory", true, false],
5 => ["Gemstone", true, false],
6 => ["Cloak", true, false],
But when I have a cloak or a gemstone, I can’t equip it!
Help please!
Did you make the category in the database and set the note tags properly?
Well, yes.
Yes. I set the notetags in the armours and actors.
Sorry for such a delay in a reply, but did you set them as actual “item types” in the database? Not just note tags and the script.
I had the same problem as well
what I did was to set the armor as the armor type In mye xemple it’s a shirt for torso so I set it to torso under the armor database
and after that you go to actor databse ( heroes character ) and under properties ( over notebox ) you set any type of armor you wnat your character to use
Of coruse doN,t forget the note tags under armour
Can i make it like a “Right handed” and “left handed” equip or something?
Cause I’m making a actor that only equip Guns(only right hand equip) and Swords(Only Left hand equip) in dual wield.
How can be is only for armor???
How about weapons???
I mean
sorry typo…
If you set a second (or third, etc) slot of equipment to draw from weapons, will it attack as many times as there are weapons? If so, is it possible to make a tag that seals a skill using something other than a weapon?
Can we add additional slots as events/items during the game? I’m using Kread-EX’s Actor Inventory script and would like a way to add on more item slots as the game goes on. Thank you for the great script!
Very helpful, but it seems that if you fix equip an accessory and then try to remove it through an event, it errors. Something about line 621 of the script. Any ideas?
Would there be a way to make the command window appear with the commands listed horizontally? For instance,
Equip Optimize Clear instead of Equip
Optimize
Clear
Err ignore the out of place Equip I guess.. that didn’t format like I thought it would :/
nevermind I figured it out, just needed to use Window_HorzCommand and set columns to more than one then adjust width of the window
Soooo, how do I create a new page in the items for i.e accessories and necklaces? Since they’re not armors nor weapons..?
Fooled around with the scripts but failed =/
Accessories and necklaces would still be armor. You would use the notebox tags to set things to be necklaces or whatever. Accessories are one of the default armor types, though, so that should be easy.
Oh… Maybe I wasn’t specific enough. What I meant was I got everything working. No problems.
But I would like to have necklaces and accessories in another category, as I don’t want them labeled as armours
But if it’s a big hassle with creating new item categories I guess I could just leave them as default.
I think there is a script somewhere who allow to add more custom slot for Inventory
I was wondering, is it possible to put a notetag that allows an armor or weapon to add an equipment slot? Like a socket to put in a power-up or something.
There’s no way to equip, unequip, or check equipment in a Variable Conditional Branch using this script, so it doesn’t work with eventing at all. Is that something you could implement?
I guess if you think that wouldn’t be possible you could say so.
Because otherwise it’s not very Eventing Friendly.
At first sorry for my bad Eng :(
well, equip type didn’t work with the setting Armor type in database.
whatever armor type (1,2,3,4…x) is set by custom.
for example, equip type number 7 and armor type number 1 (0= notihng)
it did work very well, but if I change the armortype to 2 or over then, it didn’t work,
I can’t equip for a type 7
I might answer to This one
the is from the script equip type you Put
after that You go to the armor (in database) and set it to your armor type you use
After that Go to your heros databse ( where you create your character) and Go to Far right under properties ( just over the Note box) and set the type of armor your character can use
I have a tricky question which I am hoping that can be answered.
I am using your equip engine script as well as Tsukihime’s equipment levels script.
Now what I want is to be able to assign at least 2 different equipment types to
the same equipment slot
EG: Elemental Gauntlets (Gauntlets that allow spells) and Power Gauntlets (Gauntlets that increase stats when worn) assigned to the slot called Gauntlets.
Is that possible with your script and if so how do I go about doing that?
Great script and is much most estetic then the normal one.
BUG Report:
I found a strange bug based on a somehow corrupted event in my game.
The bug is there as long as the equip script and that event are both in the game and happens as soon as the player enters the map with the event (the event is NOT autorun). This happens even if the equip script is the only script remaining.
more details and a download link to the demo wit the corrupted event is here:
http://forums.rpgmakerweb.com/index.php?/topic/10673-data-corruption-error-in-event/
The problem is solved for me by deleting the critical event, but I want to report it in case someone else gets similiar problems.
maybe a video tutorial would be nice… ;D cant change the types by glove… its bodyarmor etc. :D
Is it possible to cram the Hit Rate, Evasion and Crit rate under the Stats, in the stats menu?
So I was making some arm category and wanted the user to pick it up in a chest ad get the option to equip it. All is said and done, I noted the arm item with the equipment type and i added the base sot to the actor with the ability to equip arm items, but for some reason he just can’t equip the item, even though it shows up as armors, his equipment types are set, and so forth. I’m thinking its a flaw with te way I tagged it but could I get some help?
^that’s all what is in the item box, what do?
Very good info. Lucky me I ran across your website by
accident (stumbleupon). I have book-marked it for later!