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KiskeDS

"Fix Equipment" Issue

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I'm sure this is a simple fix, but I can't figure it out. My RPG has 4 accessory slots (yanfly script), but I want to make 3 of them locked at the beginning of the game. I planned on filling 3 of the 4 slots with "seal" accessories that the player cannot unequip, The problem is, if I set it to "Fix Equip" it prevents the 1 open slot from being used. I planned having the slots open over the course of the game, as having all 4 available early game will make it entirely too easy.

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Just create them as 4 different equip types, then fix each one separately.

Edited by Tsukihime

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You can just make the individual "seals" fixed instead of the armor category. Then, list the "seal" as starting equipment on whichever actor(s) you want.

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Just create them as 4 different equip types, then fix each one separately.

Wouldn't that prevent the player from putting the accessories in the slots after they are unlocked? All the accessories are supposed to be interchangeable, ala Badges.

 

 

You can just make the individual "seals" fixed instead of the armor category. Then, list the "seal" as starting equipment on whichever actor(s) you want.

I've been trying to figure this out, but I cannot find how to make the seals fixed instead of the armor catagory. Perhaps I'm missing it, but there doesn't seem to be an option for it.

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If you have 4 equip slots that accept the same set of accessories, and you properly lock/unlock them then you shouldn't run into issues.

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Alright, clearly there's some kind of miscommunication going on here.

 

you properly lock/unlock them

 

That's the problem: I don't know how. This what I've been asking help with in this thread. Using "fix equip" under features of the accessory seals causes all the slots to seal up, even the free ones. Using "seal equip" removes all accessories, which is also wrong.

 

I need each seal to seal only the slot that it is occupying without effecting any other slot. Fixing them and Unfixing them to the characters work fine, but the open ones continue to be effected. I even checked a new project to see if its a problem with a script, but it's not.

 

 

Here's an example of the problem. Neither the 2 accessories (emblem is just a name change in database) can be removed, nor the three remaining slots.

BDFOiVD.png

 

This is a photoshoped edit showing what I actually want.

mY4hXvA.png

 

 

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I believe yanfly's script comes with a custom "lock" script call, because the built-in editor is meant for default slots only. If you are using custom slots you technically shouldn't be using the default feature.

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Yanfly's acts the same as the editor. The problem persists even without custom slots, though. If you have a character dual wielding and one of the weapons is fixed. The other weapon cannot be removed.

 

I'm more than willing to forget this method if there's a better way. I just need a way to add more accessory slots as the game unfolds.

Edited by KiskeDS

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Sorry for necroposting, but I am wondering about the same issue. There is no known way to me to have two "Relic" slots with the same equip type and to only fix one of them for some piece of equipment.

 

I could create two equip types and name both of them "Relic", but I cannot assign two equip types to the same "sort" of relic accessory equip items (to allow them all being equipped in any Relic slot as soon as both slots are unlocked).

 

So the simple question would be - is there a script call or anything that says "fix piece of equipment (say, armor ID 55) if equipped" instead of "fix equip slot type ID 4" ?

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I'm afraid this is different from the OPs original problem and is thus considered hijacking.

 

I'm locking the thread. Please create a new thread for your problem.

 

Also I think this might be doable through tsukihimes event equip id script and a little eventing.

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