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Hey there Ramza. I ran in to a little something and I just thought I'd run it by ya. So I named the first two equip slots mainhand and offhand. That works fine but I also have pets that use weapons the mainhand offhand looks kind of odd in their equip area.

I was just wondering if you knew of a way to make an adjustment to that something  like overwriting a different name for certain classes or maybe allowing different, extra equipment type slots to take the place of the first two equip type slots. 

I can live with things the way they are but I just thought I would ask to se if you had any thoughts.

(+1)

Greetings.

I didn't previously have a way to do this, but I just rolled it into the menu extension addon. Someone had asked a question earlier about the names of the slots, and it made me think that he was asking for this feature, so I'd started looking into ways to do it. But then it turned out I misunderstood what he was asking for, so it wasn't needed anymore.

If you also have the monkey grip plugin, you'll need to update it to the newly released version 1.01 to support the slot name changes I made in v1.33 just now. Let me know if there are any issues with it, I didn't get much of a chance to thoroughly QA test it myself, beyond making sure it displays correctly, and doesn't cause a crash (of which, there were several).

-Ramza

(1 edit)

Hey there Ramza, huge thanks for adding the feature, I think that will really allow some nice polish for people using the plugin. The plugin is however crashing any time I select a character from the equip tab. I tried a bunch of things to see if I could get it to work but it crashed every time.

It crashes on actors with or without the new tags. It crashes no matter where the tags are, ie. Actor box, class box or both. I moved the plugin order around as well and no change.

I'll post an image of the crash report for ya. 


Edit: the image doesn't seem to be showing up, I'll post the console. Also when grabbing the console error I noticed that after I moved the plugin down in the order the crash on people without the new tags wasn't happening, I had to get the crash from an actor with the codes.

YEP_CoreEngine.js:1098 ReferenceError: actor is not defined
    at Window_StatCompare.showMainHandName (Ramza_X_DW_MenuExtension.js:1121)
    at Window_StatCompare.drawSplitNames (Ramza_X_DW_MenuExtension.js:1314)
    at Window_StatCompare.drawItem (Ramza_X_DW_MenuExtension.js:1204)
    at Window_StatCompare.refresh (Ramza_X_DW_MenuExtension.js:1103)
    at Window_StatCompare.setActor (YEP_EquipCore.js:818)
    at Scene_Equip.refreshActor (YEP_EquipCore.js:995)
    at Scene_Equip.refreshActor (YEP_X_EquipCustomize.js:180)
    at Scene_Equip.refreshActor (YEP_X_EquipRequirements.js:982)
    at Scene_Equip.create (YEP_EquipCore.js:915)
    at Function.SceneManager.changeScene (rpg_managers.js:2005)

(+1)

Hey there.

Sorry about that. When I was in the process of making the changes in the plugin, I used 'actor' as a stand in for 'this._actor'. Then I went through and changed it to what it was supposed to be... in everything except yanfly's equip scene, I believe. I'm not sure how that slipped by me, but it's been fixed and is available in revision a, which you can download from the plugin page.

As for the load order fixing it, if you have the monkeygrip plugin, it should be loaded after the menu extension, as it adds on to some of the functions that draw menu modifications, and it needs to load after those scenes. Additionally the menu extension should be loaded after the YEP menus that it modifies (equip, shop, status, party system, class change). If you don't load it after these, some of the menus will probably look a bit funky.

You're the best, it all works perfect now. This is a great addition thank you for adding it. Thanks for the info about the plugin order also, I am pretty sure I had it too high up.