# Need help with Rpg equip system

**URL:** <https://forum.kirupa.com/t/need-help-with-rpg-equip-system/311184>\
**Category:** flash\
**Created:** [June 29, 2010, 4:12pm UTC](https://forum.kirupa.com/t/need-help-with-rpg-equip-system/311184 "2010-06-29T16:12:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![DragonTech](https://avatars.discourse-cdn.com/v4/letter/d/aeb1de/32.png) [@DragonTech](https://forum.kirupa.com/u/DragonTech)\
**Post date:** [June 29, 2010, 4:12pm UTC](https://forum.kirupa.com/t/need-help-with-rpg-equip-system/311184/1 "2010-06-29T16:12:44Z")

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First off, I am new to this forum, so I’d like to begin by saying hello to everyone. Hi! 😃 Anyway, on to the problem…

As you may or may not know, I have been working on a flash rpg, however, I have found one really big flaw in my concepts… The equipment system.

So, I thought that for equipping armor and all that stuff, I could just create frames in one of the movie clips, and just have the gotoAndStop function take me there when I equip something.  
Like for an arm, I could equip “braces” and then just say

> characterMc.Action.Arm.gotoAndStop(2);  
> or if I wanted to equip leggings, I could just say

> characterMc.Action.Legs.gotoAndStop(2);  
> (of course I will substitute the frame number that it goes to with a variable, but that is not the point).

Here’s the problem:  
See that “.Action” part (I underlined it for you), well that’s for any movement the character will be doing. So, for example, the character could be running left, and I convert that into a movie clip called running\_left; However, the problem with my equip system is that when I tell flash to gotoAndStop at a certain frame I have to give it directions. So I type in

> characterMc.running\_left.Arm.gotoAndStop(2);  
> But what if the character isnt running left; let’s say he’s attacking;  
> (I have this done so that the characterMC has many frames for what he/she is doing. So if I want the character to attack, to show the animation I use the gotoAndStop function to show the attack animation).

I would have to technically again say that same above code, but with a slightly different direction.

> characterMc.Attacking.Arm.gotoAndStop(2);  
> But since I have many actions and many armor/ weapon places; I would have to keep saying that gotoAndStop function for each one over and over again;  
> I could end up with hundreds if not thousands of lines of code just dictating over and over again that this object should switch to this frame to show an armor; in fact probably 75% of the whole code would be nothing but gotoAndStop’s.

So my question is:

Is there a better and more efficient way of making an equip armor/ weapon system? Or a way to signal those same objects within different mc’s to always gotoAndStop at a certain frame?  
(and please dont suggest a coordinate system idea, such as mc.\_x= mc2.\_x; mc.\_y= mc2.\_y; It just doesnt work as well; I tried it, and its not what I need/ want).

Remember, I do not have the code written yet, this is just a concept idea, and I really would like to have some assistance with this. So if anyone could help me with this, then that would be great! 😃

Thanks for reading!  
~DragonTech.
