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Hey there Ramza I found a little issue with this plugin. It seems to have an issue dealing with the Non-Optimize Types, plugin parameter from Yanflys equip core. It works fine from the optimize in the equip window. And it sometimes recognizes that it should not remove items in the non optimize slots when you change classes but some times it does not recognize the parameter.

From what I have been able to tell, I think the issue happens if you change from a class to another class that has a different amount of equipment slots. The slot that I am trying to block from being optimized is id 10 in the equipment types section so it is a ways down the list, I'm not sure if that has anything to do with it. 

Anyways, sorry to have found another issue, I hope it isn't too much trouble. 

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I am unsure what would cause this problem, as in the last update I made it so that the optimization it does on the class change scene is an exact identical copy to the one it does on the equip scene when you hit the optimize command. That it is to say that it contains all of the changes made to the function called when the optimize command is used, including those from all other plugins, even ones I have no idea about.

Is it possible that there is something else going on here too? Since class changing is involved, is it possible that the items being removed are unequippable by the class you're switching into? 

Another thought I have is that you mentioned that when this happens, the classes involved have different numbers of slots. Is it possible the cause is that the equipment slot with the unoptimized etype is moving when you change class?

Like, class A has the following slots:

weapon, shield, head, chest, pants, feet, accessory 1, accessory 2

And class B has the following slots:

weapon, head, chest, pants, feet, accessory 1, accessory 2

And you have accessories set to be non-optimized, but when you change classes from class a to class b, you lose slot 1 entirely, so everything has to move up a slot, and then because what used to be the feet slot is now accessory 1, it optimizes weird?

Or maybe another possible example, that two classes, a, and b, can both equip a specific etype, type 10 (as you said), but for class A, the slot for this item is the third thing down on the list (x, y, 10, z... etc) and class be it is the second thing down on the list (x, 10, y, z... etc). And because the slot is not the same, some other process has to move items in one slot to the other slot during that class change.

I really don't know here, I'm just grasping at straws, honestly. If you turn off optimization on class change entirely, and then swap classes, do you notice anything weird on the equip scene without optimizing? Like is there an item missing from a slot that shouldn't have been touched? As far I know, the default functionality is to leave equipment that can be equipped by the new class on the actor when they switch class. That might help narrow down where the problem is.

Hey there bud, so the item being removed is equipable by every class it is a sort of an accessory item but it has no stats. It's equipment type id is ten but there are a total of 11 equipment types currently.

I believe it has to be the other situation you listed. It seems that it only occurs where there are a different amount of equip slots so yeah just like you outlined with the Class a and class b portion.

I currently have 17 classes it can change between and nearly each one has a different amount of equip slots so it seems like this might be an issue.

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The only thing I can come up with is to either keep the slot for etype 10 in the same position (it's always the third slot for example) on every class, or to include 'blank' equipslots on each class so that it adds up to all classes having the same number of equip slots. The second option might end up being the best, as you might be able to edit equipcore to hide showing equip slots that have a specific etype Id for them, so you could hide the blanks and it would effectively look the same as you currently have it. That'd take some doing though.

Dang that was the last step from being perfect in my game=). I've thought about switching it to the 3rd slot, would probably take a couple hours of reprogramming but the bad part is the slot looks wrong being in the third spot. 

If I could find a way to put it in the 3rd spot but then change where it is where it shows up on the equip screen so it's still last that would be amazing but I have no idea if that's something that's possible.

The second option would work as well but again I have no idea how I could go about hiding slots. Being the rare circumstance I doubt there's going to be any info online on how to do that but the moving of a slot might be something thats been asked.

Anyways I'm kind of rambling now hehe. Big thanks for steering me in the right direction here bud, it definitely helps to know what my options are in this situation. I'll let you know if I find a solution in case anyone else has the issue in the future. Take it easy bud.

Hey there, so after some searching and testing I had to go with the move the slot 10 armor to slot 3, there doesn't seem to be a way to move the slot visually so I will just have to live with it in between the hand and armor slots.

Couple issues though. First off the option to hide optimize from sub classes seems to have broke at some point. Now when I change a sub class it is telling me it's optimizing equipment. The enable on sub class is set to false.

The other issue which seems like it may be a pain. So with the armor slot changed to id 3 it is optimizing properly, ie. it stays in it's slot when optimizing on class change and from the optimize in the equip window it always works perfectly.

There were some class changes however that the slot was removing the item. After a lot of testing I finally figured out when it's happening. If the class has a 2 handed weapon equipped and then changes to a dual wield class it removes the slot 3 armor. This happens whether there is a shield in the offhand or not. Also none of my dual wield classes have the ability to equip 2 handers, not sure if that's important.

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Alright, I should be able to fix that first thing in a bit. Not sure where the option went wrong, but shouldn't be too much trouble to re-implement it entirely, if I have to.

Your second thing is going to be a lot trickier to figure out.

Generally speaking, dual wielding, or two-handing weapons should not impact the third equipment slot at all. The whole system was hard coded to use only slots 0 and 1 (the weapon and the shield slot). Slot 1 also becomes the second weapon slot when an actor is dual wield type.

My first question, is are you making your actors dual wield type? I only ask this because you've already mentioned that you're using equip core to make certain classes have different equip slot types, and it's not a reach to say that maybe you've given your dual wield classes two weapon slots instead of setting them as dual wield type. If this is the case, you're also not the first person I'm aware of to do it this way either. The correct way is to add the below trait to a class.


The reason I want to verify the above is because if you are just adding a second weapon slot to your dual wield actors, it might explain some of the weird behavior regarding two-handed weapons you're describing. Let me know, ok?

Secondly, I want you to turn off the optimize equips on job change plugin entirely, and then change classes and tell me what happens. The default behavior for the class change plugin is to unequip any items that cannot be equipped by the new class when changing classes. I suspect that without the optimization added by this plugin, it might still be removing slot 3 for some reason. Please verify and get back to me.

Thanks.

Hey there, I'm happy the first fix should be easy at least=). So yeah I have the dual wield slot type like above added to all dual wield classes and their equip slots is set like this. 

<Equip Slot: 1, 1, 3>

As for turning off the plugin, you're right it does still remove the slot 3 item only when there is a 2 hander in slot 1. So the exact same thing happens with the plugin off. Does that mean it's yanflys equipment restriction plugin?

I can confirm that it's yanflys equipment requirement window. With all yours off it still does it turn off that yanfly plugin and it works. And yanfly has retired so that sucks hehe.

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What if you try setting it to <1, 2, 3>. Assuming that 2 is for shields, a dual wield type actor should convert that slot into a weapon slot, while other actors would see it as a shield slot. I think it has something to do with a combination of equip requirements, and differing slot types than I was expecting in the dual wield plugin that is causing this issue.

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I tried that out and with the slots set to 1, 2, 3 it did convert it to dual wield but it still removed the slot 3 item=(

Is there one way to set it that would  play better with your plugins by chance? ie. <1, 1, 3> or <1, 2, 3>

But unfortunately for me the problem isn't any of your plugins it is definitely yanflys.