I just played around a bit with it, and you would have to create a variable for each character, and change the variable to the corresponding character's HP before checking.
You would have to do a similar check for each character though, if you intend on having more than one. And then add this to every troop.
That seemed to do it! I'll be sure to mess around with it a little more and add more characters to it, see what happens! There is slightly simpler method of doing it, you can check for an actor's hp reaching 0 directly through the troop events.
Do that, and set the span to battle, and it will skip the step of creating a variable to record health. This is a subreddit focused on discussing RPG Maker.
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BTW can we use key items as weapons? I know we can't get rid of key items in game normally. I forguet, to fix the weapon just go to database, actors, features, edit, equip, fix equip If you want to make that after some event he can only use that type or that weapon just copy the class, delete the feature that allows other weapons and add the feature that allows the Scythe, then add at the end of the event change actor class.
Last edited by Signum ; 26 Oct, 3: I know I once wanted to do a weapon hat was multi use actually a shovel that I might use as a weapon Marquise i suggest you to make 2 items, one a weapon and other the item and give them at the same time, that will work.
Will it shows as one? It might not get noticed while receiveing it, it is just if we play with the inventory with a vendor.
You can edit the event it will be a pain if you have a lot of items like that so after you interact with the shop it checks if you have the weapon or the item and if you have it and dont have the other it gives you the other, that way when you buy it you get the other http: Last edited by Signum ; 27 Oct, 8: I'm lost in this thread.
So that the option for the weapon is blanked out, or dimmed and when you click it - it goes "ERROR" sfx, like the sound when you can't do something.
To fix the weapon just go to database, actors, features, edit, equip, fix equip. If no equip slots are assigned, then the class receives default equip slots defined in the configuration.
Because your actors may not have the default equip slots, the database editor may not be suitable. To set an initial equip for the slots, you can set them when you are defining your equip slots:.
This equips the first slot with weapon 4, and the second slot with armor 2. You must provide a value for every etype ID in your project.
Exploring in Yahoo I finally stumbled upon this site. I so much certainly will make sure to don? Why people still make use of to read news papers when in this technological world all is existing on web?
I would like to know if you can create a condition to check a weapon  in the shield slot ?? Odd, but to finally have two accessory slots, sugar sweet.
I got this error when I was play testing. It sounds like a compatibility issue between two or more scripts with my equip slots script.
Determine if there is another script that is causing the problem by disabling each script one by one until the problem disappears.
How are your equip types and slots set up? Maybe you can send a project to me so I can look at the issue. Was having this problem myself.
Try testing out the script on a new game, worked fine for me. The author says to add to enable weapons then to initialize the first weapon in your list, but what this does for me anyways is create 2 weapon slots, an empty slot and a 2nd slot with the initialized weapon without using any other script that modifies equips.
Just using worked perfectly. I read over the instructions and my understanding is that using. Well, the script idea i had was about equip itens key itens, potions, etc.
Hope you can help. Thanks a lot and sorry for some kind of language error and for being so annoying asking this.
This sounds like a system that would be built on top of the equip slots. If you need help writing the system you can put in a request at one of the rpgmaker forums.
This might be an extremely silly question but how exactly do you map the weapon and armor types for each equip slot? The script changes the equip slots but fails to find any weapons or armor in the database to to put into the slot.
By default there are five equip types: All weapons go in the weapon slot. You can choose which type of equip an armor is in the database.
An equip slot by default can only take the equip type that is assigned to it. When you specify your equip slot for your actors, you specify the equip type.
Using the custom equip type script, you can define additional equip types. And now I feel extremely silly as it was a mistake in database input and an event actually adding the items for the player… Script works perfect.
I have an issue: They keep the first slots settings they have even when the slots are only configured into classes notetags to avoid overwritting from the actors' notetags.
I am using both the Equip Slots Core and Custom. I have tried making them start with an empty class then changing but it remains the same.
For compatibility, I am using loads of scripts but the only ones which would interfer are: Check whether the slots change properly with only the equip scripts.
It may be a compatibility issue. If I put 2x hands weapons, 1, 1, 2, 3, 4 By placing a shield that "locks" the slot "weapon", a bug occurs.
The shield is Fixed. I'm trying to develop with the help of your script conditions which are certain heroes using certain types of weapons in different slots.
Actor 0 can use: Actor 1 can use:Remove the equipment, there are times dolphins pearl. Remove the equipment, there are times when numbers did not change the casino spiele gratis slot screen or when the equipment. Fantastic android apps 26, at 6: I am using both the Equip Slots Core and Custom. Stargames casino it has a problem….
Then have a common event restoring them to the party when the map loads. Not sure if it's the most efficient way, but it's what I can think of right now.
I think I tried something similar where it uses a conditional branch to a party member where if the have to effect death or dead on them then it would remove them from the party Also where would I find for the game to keep track of part members health?
Well I want the whole character just gone from the game. With no way of returning alive. Cause there are going to be a lot of random Npcs that will just join you and so to try and balance that a little I want to make it where when those guys die they are gone forever.
If I understand what you are saying correctly. Remove then at the end of the battle. Have more sense to see the body until the end of the battle than just dissapear instantly.
Last edited by Signum ; 27 Oct, 8: I'm lost in this thread. So that the option for the weapon is blanked out, or dimmed and when you click it - it goes "ERROR" sfx, like the sound when you can't do something.
To fix the weapon just go to database, actors, features, edit, equip, fix equip. Last edited by Signum ; 27 Oct, 2: Second, two methods to make the mods, one equiping accesories in the left, for more info see armor tab in database, the other using items, for more info see item tab and common event tab if you need something different just explain and i'll try to help http: Originally posted by Signum Strange, i just tested with a friend, if its your first time go to project manager ,clic on the project and in the rigth should be a load button, they dont work as dlc they are in project manager.
Wow, I didn't figured it out that way. It is so simple. I guess I can also change it as keyitem and also makes conditions like ; If mud stack and shovel then dig and allow teleport to mud hole map ; Later on I might also tries fancy things like if dropped weapon and object dropped.
Now to be nice, if it is a key item just drop it leaving a small shovel graphic behind that picked up also does the same and equip object and weapon.
You know, maybe later on I could pick-up with all that fancy stuff. Actor 4 can use: Just wanted to say this is probably the single coolest script I have ever tried from any scripter.
I especially like that it lets you not only expand the total number of equippable slots for each actor, but also lets you "mix and match" equipment between slots if you classify them as the same type.
I have been combing the web for the proper notetag to use in a script call event where I want to add a weapon type to the character's equipment options.
I was curious if you could provide some guidance? You seem to respond more often than some of the other code sites I frequent, so I figured it was worth a shot.
Any help you could provide would be most appreciated! Unfortunately there is no built-in way with or without script calls to do it, due to the way the system is designed.
You can use something like this http: I've been looking for a script that allows me to make different item types for each slot so cloth shoes, fur shoes, leather shoes, etc.
Is it possible to do that with this script? You can do that with "armor type" features. So even if they're all shoes, they might be different types of shoes.
So I'd be able to use this to create a 4-armed character who can equip 2 weapons and two shields, or dual-wield 2H weapons? I get this Script Error.
NilClass Can you help me? This is likely a script compatibility issue. You will need to figure out which script is causing the problem.
Where do I put Core Equip Slots? I put scripts in order of the Tsukihime Script list on your wordpress.
Each script includes the installation instructions so if they say to put it under specific script then that is the order they should be placed.
For this is there a way to name the equip slots? I mean for armor types some might have unique names for their types.
No, this script does not come with its own custom equip slots. You will need to use a different script that provides it. Are you planning to add a custom equip slots type script eventually?
I tend to prefer using scripts based on authors as sometimes there might be compatibility problems XD.
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