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#31
Very well then. Thanks for explaining. I guess I'll have to use some other script if I want any octuple-wielders in my RPGs. I still have plenty of use for this though! (one thing I loved about the first RPG Maker for PS1 was that it let you dual-wield or use a weapon and a shield, of course any character could dual-wield as long as they have more than one weapon usable...so, you didn't have that much control as a designer....)
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#32
True enough. But even with RM2K, you could only set the option in the database. AND it was removed from RMXP. With this, you could let a person be amibidextrous and let them choose to do either without any database interference anymore. It would be virtually impossible to control with octo-arms anyhoo.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
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#33
Hmmm...random thought here...it's sorta related to the switch between dual-wielding and using a shield thing.

Have you ever played Final Fantasy Tactics Advance? It's equipment system is sort of like that, but for every equipment slot. Every character has 5 slots to equip anything in. Weapons, shields, helmets, armor, shoes, and accessories. Everything but accessories is limited to 1 per character, but you can equip anything in any slot.
For example:
Character A:
-Bronze Sword
-Iron Shield
-Steel Helm
-Gold Armor
-Diamond Greaves

Character B:
-Fire Ring
-Steel Helm
-Bronze Sword
-Ice Ring
-Thunder Ring

They can both use the same equipment, but one chose to have 3 accessories in place of a shield, armor, and shoes. And mixed up the order a little. Character B may have drastically lower defense, but they have much better elemental resistance thanks to their three different elemental rings.

And then, if someone had the Two Swords support skill and decided to dual-wield, they could, of course, equip two weapons at the same time. However, they still only had 5 equipment slots. And the weapons could be anywhere, like first and last.

So basically, FFTA's equipment method is kinda like what you did for the shield/2nd weapon slot, but applying it to everything. I'm just wondering how difficult that would be to do?

This isn't really a request, but more of a "Is this really doable with RMXP?"
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#34
Indifferent Wow. Um... Yeah, I'm sure it's doable... but DAMN IF I'M CRAZY ENOUGH TO TRY!!! Laughing

And I've tried plenty. Laughing + Tongue sticking out

But if someone were to attempt, I'd wish them well and ask them to make it flexible enough to include more than the basic five slots and etc...
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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#35
Yeah, I thought it would be difficult. I had a feeling you might have tried something like that as well. Maybe someday, someone will make some totally crazy custom equipment script that can do things no RPG has done before!

Until then, I think I'll just ask for stuff that's reasonable...(though I can't think of anything at the moment that would make this script even cooler)
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#36
Or start using software that isn't so limited...
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#37
The software that Cloak described is one never crafted for RPGMaker XP, or VX for that matter. And I do not consider the feature of players to just two arms as a limit, as the ability of players to easily switch between the sword/shield and two sword styles without interference as a design feature.

Being compatible with the default shop window, having a built-in unarmed combat system (if you didn't see it), allowing you to make hidden slots for things you don't want the player to see, and the system's text being configurable (perfect for other languages) makes it pretty fun to use.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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#38
Me again. Is there a way to apply an attack power penalty to characters using two weapons?
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#39
Not available as yet, but it's something I've been considering. Since I have perfected the ability to dual-wield without interference, using the systems' on/off features would be fine to enable the penalty system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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#40
Hey DVV, you wouldn't happen to have a script call that equips an offhand weapon to a dual wielding character would you? I'm trying to have my character's offhand weapon be equipped automatically once it is obtained ingame.
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