Puppet Knight

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The <offHWeapon> weapons that aren't meant to be armor
1676379780712.png

1676379854062.png
1676379866605.png

The <shld> showing in armor
1676379817861.png

1676379956101.png



This is actually ideal to not have to double tag a single piece of equipment lol
 
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Maliki79

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Correct, but it would also require me to rework a bit of the code to accommodate the request. I simply don't have time for it right now. One extra tag on some equipment hopefully won't be too much.
I'll revisit this later time permitting.
 

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I'm showing you how it's currently set up and how it's translating in game. Those are my actual settings and results.

Nothing added needed more. I'm saying you don't in fact actually need the extra tag ^_^
 

Maliki79

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Oh. Happy mistake.
I can live with that.

But does the equipping part work?
It probably shouldn't...
 

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Oh. Happy mistake.
I can live with that.

But does the equipping part work?
It probably shouldn't...


I do in fact need both notetags for it to be offhand only -___-. Might've been moving to fast for my own good and didn't realize it.

However, I did discover an alarming bug as a result:

Using the traditional "Clear" command when you have an item tagged as <shld> equipped to the offhand slot disappears that item from your inventory if the "must Use main" param is set to true(1)

1676386644267.png

Equipping to offhand:

1676387488822.png
1676387525341.png
After hitting clear:

1676387384998.png

Repeated with wooden shield:

1676387577543.png

1676387595261.png
 

Maliki79

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Ooohhh... That's a nasty vday gift right there! I'll check it out when I can. Might go ahead and rewrite the offhand stuff too depending.
 

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Ooohhh... That's a nasty vday gift right there! I'll check it out when I can. Might go ahead and rewrite the offhand stuff too depending


Sounds good. Glad I caught it, almost didn't notice the first time around haha
 

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Touching base if you'd had a chance to work on this one?
 

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Touching base if you'd had a chance to work on this one?
Not quite done, but at a usable state.
Here's the LINK.

I'm still working a few kinks out, but this SHOULD fix the major item-eating bug you described.
Note that the plugin is technically NOT the MZ one. Please note the new name when saving it.

Also, note that I removed the param for showing shield items as off-hand and shields were basically the same as far as my plugin logic is concerned. So now if you tag an item <offHand> it will appear as a weapon and <shld> will appear as armor. outside of that, they both will be offhand only weapons.

Let me know if you need anything more.
 

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So now if you tag an item <offHand> it will appear as a weapon and <shld> will appear as armor. outside of that, they both will be offhand only weapons.
Love this.

I'll give it a test tonight when I get back home. Thank you
 

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Happy almost afternoon,

Something that came to mind as I'm configuring bits for my own plugin. Is there any way to alter your plugin (maybe as a parameter option?) to account for Equipment Slots being in a funky order?

For Example my projects equipment slots begin with "5, 1, 2" So that a specific Equipment type takes priority. A setting to configure where slots 1 and 2 appear would be awesome for makers using different stylings that still want to incorporate dual wielding.

Currently what happens if an actor is Dual Wielding:

1679500442899.png

The "Off-Hand" slot is defaulting to the 2nd equipment available even tho, that technically is the Weapon Slot, and the Weapon Slot is somehow becoming slot

I'd imagine the parameters could look something like this in the plugin manager:

@param Custom Slot Order?
@test Using Custom Equip Slot Order?
@type boolean
@Default true

@param Slot Order
@text If True, What is the Slot Order
@desc Comma-separated list of equipment slots in order of use
@type string
@Default 1,2,3,4,5


It should be noted that I am also using my own plugin to change the equipment slot order, so if you see anything I can adjust there for the shield index be sure to let me know so I can update it on my own plugin and avoid unnecessary changes to yours ^_^.

Puppet Knight - Equip Slots Change
 

Maliki79

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Sorry. That one would be a bit too much for my plugin. Your best bet would be to keep the two weapon slots as the first two equipment slots.

You can of course try to edit my plugin for your project but you'll find that the logic would be a nightmare to code if the slots could be random and/or you have more than 2 weapon slots.
 

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You can of course try to edit my plugin for your project but you'll find that the logic would be a nightmare to code if the slots could be random and/or you have more than 2 weapon slots.
Not random, will literally always start as 5,1,2 lol.


I'll give it a look over to see what i can tweak or patch.



So Far:


I solved the slot order bit easily enough lines 619 and 861,

1679505037260.png

Just updated the indexes to 2. What would I need to tweak to make sure <shld> and <offHand> only appear in the appropriate slot? Right now they're ("shields" in this case) still showing in Main and Offhand
 
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Maliki79

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I get that. However, when making a public plugin, I have to consider other users.

Anywho, I'll consider adding something to make your request a bit more feasible on the backend, but don't hold your breath for it.
 

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I get that. However, when making a public plugin, I have to consider other users.

Anywho, I'll consider adding something to make your request a bit more feasible on the backend, but don't hold your breath for it.
I def don't want ya to do a whole lift just for my special case. Updated the original response i gave since I already started to have at it lol.

Can also move to DMs to avoid spamming others
 
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Puppet Knight

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Disregard. Im pretty sure I have it all sorted. Super glad to see I'll be able to keep using your plugin ^_^
 

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Basically, any point that refers to a specific slot would need to be recoded to use a reference.
So, equips[0] needs to become mainEquip() or the like.

Then the plugin params need to create those references.

Nothing super hard.
 

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Updated: Latest version combines MV and MZ versions!
Also added evals to all plugin provided traits!
Note that the notetag syntax has changed a bit.
Make sure to fix any trait related notetags when upgrading to this version!
 

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Hello, I'm trying to use this plugin so characters can swap between either dual wielding or using a one-hand weapon and shield. I've made shields as weapons and given them the <shld> tag, but the character is attacking with the shield like any other off-hand weapon. Is there a way to make it so that characters do not get an attack with the shield? Thank you in advance.
 

Maliki79

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What do you mean by attacking with the shield? My plugin does not add attacks for the weapons.
 

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