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[XP] Change Equipment in Battle

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**
Rep:
Level 72
Ah-woo
Change Equipment in Battle
6/26/12



Summary
I 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.
« Last Edit: June 27, 2012, 01:10:30 AM by Icewulf7 »
Wildness is the preservation of the world, so seek the wolf in thyself.

*
Rep: +0/-0Level 83
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

*
Rep: +0/-0Level 83
Found one.
Spoiler for:
#==============================================================================
# ** 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