Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.

(+1)

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.

(+1)

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.

(1 edit)

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.

(1 edit) (+1)

I would suggest <1, 2, 3> just because I'm not sure if the default engine will properly detect dual wielding in battle if your equipment is set to <1, 1, 3>. It probably works fine, and I'm over thinking it, but who knows?

Hey there I thought I would let you know where I'm at. I have been searching and trying many things and so far nothing. I really thought I had something just now but for some reason it isn't working and I thought I would run it by you to see if you had any thoughts about why it wouldn't be working.

So I add the 2 hander as equippable by a dual wield class. Then I add this to the weapon.

<Custom Equip Requirement Condition>

if (user.isDualWield()) {

condition = false;

} else {

condition = true;

}

</Custom Equip Requirement Condition>

That works to block the 2 hander correctly but then it still removes the item in slot 3.  where as if I allowed the dual wield class to equip the 2 hander they would equip it and the slot 3 item stays in place. But I don't want the dual wield to be able to use the 2 hander of course. 

I'm getting to where I am kind of at a loss here and have no idea how to come up with a fix after everything I've tried. 

Ok so a possible fix donned on me and it worked. And it was pretty simple overall. I removed the equipment restriction on 2 handers and made them their own weapon type. I'm probably lucky I was able to go this route with the complexity of my game and not mess anything up. I am so happy to have this fixed now the system is just one step away from being perfect.=) I just hope now that the sub class optimizing issue is a simple fix.

A huge, huge thanks from me for all your help with all of this bud, I couldn't have done it without you.

(+1)

So, after looking into the problem, the issue I found causing it means that it probably never worked to begin with. Which is weird, because I was sure I tested that feature when I added it.

Anyways, it's fixed now. You can download v1.71 from the download page and see the underlying cause of the problem here.