Change Equipment in Battle
6/26/12
SummaryI had been wanting to create an urban fantasy game... as such, I had managed to find an ammunition script after some time. The only problem is, what happens if you run out of ammunition for your gun? I had wanted to integrate melee weapons into the game as well to solve that (as well as make it so one didn't use guns 24-7, due to limited ammo mid-fight).
The problem is, as far as I know, there is no script to change equipment mid-fight so that a character could use a melee weapon if and when they ran out of gun ammunition in the midst of combat. Hence, I propose this script.
Features Desired
- Allow a character to switch their equipment around mid-battle, as if using the pause menu's Equipment option to do so
- Have such an option show up on the battle menu somewhere, preferably under each specific character's command list (i.e. using an "Equip" command with Aluxes changes Aluxes' equipment)
Games its been in
- Final Fantasy X, amongst other Final Fantasy games
- More recent Dragon Quest games, such as Dragon Quest IX
Did you search?Yes.
Where did you search?
Chaos-project, Creation Asylum, RMRK, RPGMaker.net, and Google.
What did you search for?
- "Change equipment in battle RPG Maker XP"
- Various alternates versions, such as using "switch" instead of "change", just "XP" instead of "RPG Maker XP", dropping "in battle", using "weapon(s)" instead of "equipment", and so on.
I would also like a script like this. I know one was made by RPG Phantom, but the download link is dead.
Dead Link ---> Download v1.00: http://shiningsapphire.t35.com/download/rpgmakerxpsystems/equipment.zip
Found one.
[spoiler]#==============================================================================
# ** Eladia's Battle Equipment Menu v. 1.2 (04-11-2007)
# by DerVVulfman
#
# Based on "While Fighting Equipment" version 1.00
# by 'an unknown Japanese scripter'
# original code found at a RMXP Wiki site by Landarma
#
# Additional code:
# Modified version of XRXS's Window Module and edited code exerpts used in
# order to multi-platform with other battlesystems.
#
#------------------------------------------------------------------------------
#
# ORIGINAL INTRODUCTION (Translated from Japanese:
#
# This system allows the battler to change their designated equipment while in
# combat. It adds an equipment script, and places the equipment command into
# your actor command window.
#
# This system uses a default equipment menu and hasn't modified the display.
# It is a blank slate for you to modify.
#
# In other words, modifying the equipment windows will be the next step in
# your project. It has been left for you to work that problem out.
#
# It is merely a rewrite of Scene_Equip's system...
#
# Furthermore, the battlesystem's Item or Skill window is now the window that
# will hold/display the equipment you can use or remove.
#
# The modification of the window design is the basic technology of RGSS, which
# must be learned before you attempt to perform any edits.
#
# Basic Equipment scripts in use:
# * Window_EquipLeft
# * Window_EquipRight
# * Window_EquipItem
#
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# Greetings!
#
# This script, like you must know by now, allows you to change your equipment
# while in combat. Originally designed for the default battle system, it has
# now been modified to permit it's use in a number of battlesystems.
#
# Unlike its predecessor, no modifiecation to Custom Battlesystems's def main
# is necessary to insert the 'Equip' command. Through the use of XRSX's won-
# derful Command Window Add-on, the option has been added by 'ALIAS'ing it to
# the battlesystem. In fact, the only def in the entire Scene_Battle that had
# to be re-written (and not aliased) is 'update_phase3', which is primarily a
# universal def that allows the equipment menu to be turned on.
#
# The Equipment menu, when used, appears like the default menu system, with
# the exception of not seeing the possible changes in your stats until you
# activly change your equipment. The original Japanese version didn't even
# have the left 'stat' window. I will leave it to you to modify the appearance
# or behavior of this window.
#
# NOTE: The equipment menu is set to full opacity so as to hide battlers and
# certain forms of AT bar sprites in certain battlesystems. The 'Z-Depth' was
# increased by '700' in order to accomplish this. Without this, the appearance
# of various forms of sprites could distract or obscure the menu.
#
#------------------------------------------------------------------------------
#
# INSTRUCTIONS:
#
# This script is about as plug & play as they come. Unless some form of con-
# flict occurs, you merely paste this script below your Custom Battle System
# for it to work, or just paste it above 'MAIN' if you are using the default
# battle system.
#
# It aliases nearly every statement necessary for it to work, other than the
# 'def update_phase3' as stated earlier, so you want it below your custom bat-
# tlesystem.
#
#------------------------------------------------------------------------------
#
# REGARDING XRXS's #65 BATTLESYSTEM:
#
# Both this, and XRXS's script adds an additional command into the actor com-
# mand window. XRXS's system adds the "ESCAPE" command, and this one adds the
# "EQUIP" command. Normally, you would paste this script below the any custom
# battlesystem, but this would leave the 'EQUIP' option to be shown below the
# 'ESCAPE' option. This script can be placed 'ABOVE' XRXS's system to reverse
# this and have 'ESCAPE' be the bottommost option.
#
#------------------------------------------------------------------------------
#
# REGARDING LAURA'S ESCAPE BAR REMOVAL SCRIPTS (RTAB & DBS):
# This system is compatible with said system. Both IT and this system uses
# a modified version of XRXS's Window Module, and the placement of the scripts
# influences the options position. If this script is placed 'BELOW' Laura's
# script, then the 'Equip' option will be below the 'Escape' option... and
# visa versa.
#
#------------------------------------------------------------------------------
#
# COMPATABILITY:
#
# Originally, this system was designed for the 'default' battlesystem. It is
# now able to support the following systems:
#
# Agility Based Battle - Syvkal (an XRXS edit)
# The default system - Yoji Ojima / Enterbrain, Inc.
# ParaDog's CTB v 2.58 - ParaDog
# RTAB - Cogwheel
# SoulRage - Blizzard
# XRXS #65 & 65a addon - by XRXS
#
# Currently incompatible with the Action Cost CBS by Fomar0153, yet...
#
# Currently not compatible with Trickster's Conditional CTB, or his Active
# Timer Battle system. It would probably need a SDK 2.0 makeover.
#
#==============================================================================
# Command Window size controls
$command_height = 160 # Sets how many options are visible (nil auto-resizes)
$command_y_pos = 160 # Sets the height position (160 is default, nil is auto)
# Disable/Enable slot control (1 allows, 0 disallows)
# Syntax = actor.id => [weapon, shield, armor, helmet, accessory ], ...
$ebem_slot = { 1 => [ 1, 0, 1, 1, 1],
7 => [ 0, 1, 1, 1, 1],
8 => [ 1, 0, 0, 0, 0] }
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Add Equip
#--------------------------------------------------------------------------
alias ebem_sp1 start_phase1
def start_phase1
# Original Call
ebem_sp1
# Get index of Equip Command
@equip_actor_command_index = @actor_command_window.height / 32 - 1
# Add the Equip Command
@actor_command_window.add_command($data_system.words.equip)
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# Allow for RTAB system
if $r_detected
if victory? and @command_a
command_delete
@command.push(@active_actor)
return
end
end
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
# If skill window is enabled
elsif @skill_window != nil
update_phase3_skill_select
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
# If equip window is enabled
elsif @right_window != nil
update_phase3_equip_select
# If actor command window is enabled
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
alias ebem_up3bc update_phase3_basic_command
def update_phase3_basic_command
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by actor command window cursor position
case @actor_command_window.index
when @equip_actor_command_index # Equip
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Start equip selection
start_equip_select
end
end
# Original Call
ebem_up3bc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : equip selection)
#--------------------------------------------------------------------------
def update_phase3_equip_select
ebem_array = []
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end
# Enable equip window
@right_window.visible = true
# Update Equip selection Windows
@right_window.update
if @right_window.index != @now_right_window
@now_right_window =@right_window.index
if @equip_item_window.index == -1
@equip_item_window.index = 0
@equip_item_window.refresh
@equip_item_window.index = -1
end
end
# Update windows
@equip_item_window.update
equip_item_window_select
# If equip_item window is active: call update_phase3_equip_i_select
if @equip_item_window.active
update_phase3_equip_i_select
return
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End equip selection
end_equip_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If equipment is fixed
if battler.equip_fix?(@right_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Obtain equipment slot information for actor (if any)
ebem_array = $ebem_slot[battler.id] if $ebem_slot.include?(battler.id)
# If equipment cannot be changed
if ebem_array[@right_window.index] == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@right_window.active = false
@equip_item_window.active = true
@equip_item_window.index = 0
@now_right_window = -1
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when equipment item window is active)
#--------------------------------------------------------------------------
def update_phase3_equip_i_select
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
@now_item_window = -1
# Activate right window
@right_window.active = true
@equip_item_window.active = false
@equip_item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the equip window
item = @equip_item_window.item
# change battler equipment
battler.equip(@right_window.index, item == nil ? 0 : item.id)
# Activate right window
@right_window.active = true
@equip_item_window.active = false
@equip_item_window.index = -1
# Remake left window with new stats
@left_window.refresh
# Remake right window and item window contents
@right_window.refresh
@equip_item_window.refresh
return
end
end
#--------------------------------------------------------------------------
# * Start Equipment Selection
#--------------------------------------------------------------------------
def start_equip_select
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end
# Hide Battlestatus Window
@status_window.visible = false
# Toggle the help window's transparency
@help_trans = @help_window.back_opacity
@help_window.back_opacity = 255
# Make windows
@left_window = Window_EquipLeft.new(battler)
@right_window = Window_EquipRight.new(battler)
@item_window1 = Window_EquipItem.new(battler, 0)
@item_window2 = Window_EquipItem.new(battler, 1)
@item_window3 = Window_EquipItem.new(battler, 2)
@item_window4 = Window_EquipItem.new(battler, 3)
@item_window5 = Window_EquipItem.new(battler, 4)
# Set new Z-Depth of windows
@left_window.z += 700
@right_window.z += 700
@item_window1.z += 700
@item_window2.z += 700
@item_window3.z += 700
@item_window4.z += 700
@item_window5.z += 700
# Associate help window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@now_right_window = -1
@right_window.index = 0
equip_item_window_select
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Equipment Selection
#--------------------------------------------------------------------------
def end_equip_select
# Reset z-depth of windows
@left_window.z -= 700
@right_window.z -= 700
@item_window1.z -= 700
@item_window2.z -= 700
@item_window3.z -= 700
@item_window4.z -= 700
@item_window5.z -= 700
# Return the help window's opacity
@help_window.back_opacity = @help_trans
# Dispose of windows
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@right_window= nil
@item_window1= nil
@item_window2= nil
@item_window3= nil
@item_window4= nil
@item_window5= nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Return Battlestatus Window
@status_window.visible = true
end
#--------------------------------------------------------------------------
# * Refresh Equipment Selection
#--------------------------------------------------------------------------
def equip_item_window_select
# Allow for RTAB system
if $r_detected
battler = @active_actor
else
battler = @active_battler
end
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Set current item window to @item_window
case @right_window.index
when 0
@equip_item_window = @item_window1
when 1
@equip_item_window = @item_window2
when 2
@equip_item_window = @item_window3
when 3
@equip_item_window = @item_window4
when 4
@equip_item_window = @item_window5
end
end
#--------------------------------------------------------------------------
# * Action Wait Decision
#--------------------------------------------------------------------------
def anime_wait_return
if $r_detected
if (@action_battlers.empty? or @anime_wait == false) and
not $game_system.battle_interpreter.running?
# If enemy arrow is enabled
if @enemy_arrow != nil
return [@active - 2, 0].min == 0
# If actor arrow is enabled
elsif @actor_arrow != nil
return [@active - 2, 0].min == 0
# If skill window is enabled
elsif @skill_window != nil
return [@active - 3, 0].min == 0
# If item window is enabled
elsif @item_window != nil
return [@active - 3, 0].min == 0
# If equipment window is enabled
# -- I used the same setting that pauses the actor command window -- :)
elsif @right_window != nil
return [@active - 1, 0].min == 0
# If actor command window is enabled
elsif @actor_command_window.active
return [@active - 1, 0].min == 0
else
return true
end
else
return false
end
end
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias equ_init initialize
def initialize
equ_init
# Determine if RTAB system in use
if @real_zoom != nil
$r_detected = true
end
end
end
#==============================================================================
# --- XRXS.Command Window Add-On Module ---
#==============================================================================
module XRXS_Window_Command
#--------------------------------------------------------------------------
# * Add Command
# command : command text string being added
#--------------------------------------------------------------------------
def add_command(command)
#
# Creates an empty @disabled array when first called.
#
@disabled = [] if @disabled.nil?
if @commands.size != @disabled.size
for i in 0...@commands.size
@disabled = false
end
end
#
# Add Command
#
@commands.push(command)
@disabled.push(false)
@item_max = @commands.size
# Position the command window
if $command_y_pos == nil
self.y -= 32
else
self.y = $command_y_pos
end
# Set the command window height
if $command_height == nil
self.height += 32
else
self.height = $command_height
end
self.contents.dispose
self.contents = nil
self.contents = Bitmap.new(self.width - 32, @item_max * 32)
refresh
for i in 0...@commands.size
if @disabled
disable_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
@disabled = [] if @disabled.nil?
@disabled[index] = true
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Enable Item
# index : item number
#--------------------------------------------------------------------------
def enable_item(index)
@disabled = [] if @disabled.nil?
@disabled[index] = false
draw_item(index, normal_color)
end
end
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ** Include
#--------------------------------------------------------------------------
include XRXS_Window_Command
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
super
end
end
#==============================================================================
# --- Edited Copy of Include for SoulRage script ---
#==============================================================================
class Window_Command_Enhanced < Window_Selectable
#--------------------------------------------------------------------------
# ** Include
#--------------------------------------------------------------------------
include XRXS_Window_Command
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
super
end
end[/spoiler]