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@ramza
Oh I tottaly forgot about the infinite loop thing, sorry about that. Try to do this instead then:
<Custom Passive Condition>
if (user.eqsSkillEquipped($dataSkills[x])) {
condition = false;
} else {
condition = true;
}
</Custom Passive Condition>
This checks if the actor has skill X equipped. It works in the skill core, I think it should work in the auto passive states too.
Is it possible to have this check for a skill that is known instead of equipped? I can make all two-handed weapons teach a passive skill that isn't equipped and is generally hidden from view and use this, but it only works if I force-equip that hidden skill in testing. Is there a list somewhere of values like the user.eqsSkillEquipped($dataSkills[x])) thing you have in this code that I can look at to try to figure stuff like this out on my own? The help documentation doesn't seem to include it.
Thanks
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For more detailed information about the setup, please read the help file.
@ramza
How about adding this custom passive condition on your dual wield state.
So, basically the passive state will check if actor's shield slot is sealed or not. If true, the dual wield state will disappear.
If false, dual wield state will persist. There is some minor visual weirdness though in the Scene Equip.
If the player equip the 2-handed weapon on the second weapon slot when the dual wield state still active, the second weapon slot will be emptied immediately, and the slot will be renamed to shield.
Everything is working perfectly if the player try to equip the 2-handed weapon on the first weapon slot.
I tried this but it doesn't work because my passive state is setting the dual-wield equip option from the equip -> slot type option. The engine doesn't see the shield slot as being blocked, even if I already have a two handed weapon equipped that disables the shield slot when I equip the dual-wield skill.
Edit: Actually, never mind, your custom condition works here. Turns out I had removed the equipment sealing property on the two handed sword during testing last night and forgot to add it back on. While it isn't 100% perfect due to the reason you already pointed out, the main goal was to prevent powergaming by players, and this is successful in doing just that.
Thanks for adding skill lock by class as well
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