Adaptive Dual Wielding

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SpacemanFive

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I'm trying to put together a game in which the offhand slot can either be used for weapons or shields, interchangeably.

No process would be needed to switch over the slot type, either a weapon or shield could be equipped at any time.

It'd also be able to recognize a two-handed item, which would disallow use of the offhand slot unless the character equipping it has a specific perk.

However the system I'd like is a little bit more complex than just this, making it more difficult for me to get it set up, as it ties intrinsically into another system I'd like to set up which adds an alternate weapon slot set. I'm not sure if I should have the two systems be part of a single script, or separated into two scripts which tie in with each other.
 

SpacemanFive

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1. Use multiple equip types to allow you to assign shield and weapons to a single slot

2. Make it so that two-handed equips will seal the offhand slot.
That would work very well, although it would leave my stumped on what to do about the other function I wanted to include in my game. That being an alternate, swappable weapon set with some notetags for special functionality which ties in with the equip type and dual wielding stuff.

I think I should just use a script for the adaptive slots for now, and open a thread in game mechanics to figure out an ideal way to set up the functionality I'd like, before asking for any more scripts.

Edit: Would your script be able to be compatible with a script which adds an alternate weapon set? There's some functionality it'd have (I'd need to request the script) which would tie in with the "adaptive slots" script. It's kind of a requirement which I'm not sure how to pull off otherwise at the moment.
 
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Tsukihime

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What do you mean by "alternate weapon set"?


I'm assuming you would set up two or more sets of equips (like hotkeys), and then the player can quickly swap between sets as needed so they don't need to manually change equips all the time.


Really depends on how the other script is implemented. My script overwrite several methods related to equip type checking, but there's really no way around it.
 
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SpacemanFive

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What do you mean by "alternate weapon set"?

I'm assuming you would set up two or more sets of equips (like hotkeys), and then the player can quickly swap between sets as needed so they don't need to manually change equips all the time.

Really depends on how the other script is implemented. My script overwrite several methods related to equip type checking, but there's really no way around it.
That's what I meant. Sorry for not being clearer.

By "alternate weapon set", I meant a second set of equip slots for weapons, which can be swapped either in battle (which uses a turn) or on the equip menu.

There'd be some more complex features that involve notetags, but that's the base concept of the system.
 

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Since you'd need a script for the alternate equips anyway, I'd suggest just adding the adaptive dual wield feature to the script that would do that...
 

SpacemanFive

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Since you'd need a script for the alternate equips anyway, I'd suggest just adding the adaptive dual wield feature to the script that would do that...
I'd thought about that, but I was afraid that it would make it too complex for someone to take up.

The original script I needed seemed to be rather complex.

Not only did it have the adaptive dual wielding and alternate weapon set features, but also had some exception rules tied to notetags.

A "hands free" perk would negate the need to use a turn switching weapon sets, so long as all weapons/shields in the set have the perk. Both sets would have their own attack command in this case.

A "heavy dual wielding" perk would allow a character to wield two two-handed weapons/shields in one set.

An "extra limbs" perk would allow a character to have free access to either set; both sets would have an attack command available without a need to switch, so long as they are not dual-wielding two-handed gear.

I'm not sure how to get the battle/equipment system in the game I'm working on operating the way I'd like without this script, but I'm not sure just how complicated this script would be.

If anyone did take up the request, I'd like the script to be available for anyone to use.
 
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SpacemanFive

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I'm not sure what to do now. I think I'll have to have this thread closed and put up another one for the combined script, but I'm not sure what the best way to word the request would be.
 

Tsukihime

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Those are two separate systems. I would not recommend asking for a single script to handle everything.


At least, I would never write a script that combines them together.
 

SpacemanFive

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Those are two separate systems. I would not recommend asking for a single script to handle everything.

At least, I would never write a script that combines them together.
Okay then. What should I do about how the two systems/scripts would interact with each other?

I *think* it could work with a separate script for the dual wielding slots, as almost all the functionality would be tied into the alternate weapon set system. The alternate weapon set script would just need to be compatible with the dual wield slot script, so that it doesn't have a fit if a character switches from shields to dual wielding or vice versa without a modification to the character.

I'll think about what to write for the new thread. I'll keep this one open for now, as I need to decide on a new dual wielding slot script. (I don't think the old one I'm using is supported anymore, so I wouldn't be as able to get a compatibility patch done if I do get the alternate weapon slot script made.)
 
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Shaz

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Closed at OP's request. Normally we don't close threads and let you start a new one just because you've defined your request more clearly. I hope your new request IS significantly different.
 
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