Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: bigace on January 31, 2013, 09:38:24 am

Title: [XP] ACE Equip System
Post by: bigace on January 31, 2013, 09:38:24 am
ACE Equip System
Authors: Bigace360
Version: 1.12
Type: ACMS
Key Term: Custom Equipment System



Introduction
This script essentially redefines the way the equipment system works while keeping the core without rewriting too much.  This script changes the equipment scene with a different layout and more efficient methods. Also adds a command window that allows the player to choose from four diffenet methods:  Manual, Optimize, Optimize All, & Unequip All.



Screenshots
Spoiler: ShowHide
(http://bigaceworld.files.wordpress.com/2012/08/equip01.png)




Script
(http://i781.photobucket.com/albums/yy94/Bigace360/DownloadBar.png) (http://bigaceworld.wordpress.com/rgss/custom-menu-scripts/ace-equip-system-rmxp/)



Instructions
There in the script comment section in the beginning.



Compatibility
Requires Scene_Base (http://bigaceworld.wordpress.com/rgss/utility-scripts/ace-scene_basermxp/)

Scripts that may conflict with this Engine are stated in the comments in the "SECTIONS" and "Script Conflicts and Compatability".


Credits and Thanks




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
Title: Re: [XP] ACE Equip System
Post by: sirSLR on April 10, 2013, 08:17:06 am
when you use optimise it automaticaly equips weapons and armors with highest values right?

lets say i use stats distribution system and player can equip all armours and weapon

can it be made so that if player makes his character with inteligence and hp that this menu equips those kind of equipment?
Title: Re: [XP] ACE Equip System
Post by: ArcaneAlchemy on August 26, 2013, 01:44:20 am
I'm sure you can make a "case when" to change the optimization requirements based on the character's class name or something like that.