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[转载发布] Equip Manager

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-7-29 12:45:09 | 显示全部楼层 |阅读模式
    The Equip Manager is no longer supported.

    If you would like more advanced equip management functionality consider the Core Equip Slots package.

    Equip Manager

    -Tsukihime

    Overview

    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.

    Download

    Script: http://db.tt/66WWsCMq

    Compatibility

    This script overwrites many slot-related methods.

    However it appears to work with Yanfly's Ace Equip Engine so it doesn't seem too bad.

    Report incompatibilities and I will see if there is a way to address them.

    Equip-related event commands may not work correctly.

    Usage

    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.


                    Code:       
    1. <equip_slots: 0 1 2 3 4 5 6 ... ><dual_slots: 0 0 2 3 4 5 6 ... >
    复制代码

    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 (Add feature => equip weapon/equip armor)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".





    Features

    It provides the following features:

    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.





    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 the above features, you have a fully customizable equip slot system for each and every actor (or class)

    Extensions

    The configuration may not seem intuitive, but it is designed that way to support further extensions to this script. For example, equipping an item. Further features will be added in the future, related to equip slot management.

    I will need to provide extensions to the existing event commands that deal with equip slots, because they assume the default equip slot system which is incompatible with this script.

    Feedback

    Suggestions and comments regarding usage are welcome. Ideas also.


    本贴来自国际rpgmaker官方论坛作者:Tsukihime处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/equip-manager.8619/

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