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You know, I don't think you can actually do that.

I'd never considered the possibility that someone would want to prevent equipping a shield with certain offhand weapons, and even the tags that prevent a weapon from being equipped with specific other wtypes doesn't include locking out shields for that wtype. 

I thought just now that maybe you could workaround this by disallowing the shield armor via the traits box on the claw weapons, but it turns out you can only allow equipment from that box, not disallow it.

I'll have to add this function in the next update.

~Ramza

Awesome that you wanna add this function, thank you!

I took a look at the <Forbidden Wtypes: x y z> function and it turns out when you have a claw in you your offhand equipped, you can only select claws for the mainhand. This works fine as the description of the function says, but wouldn´t it be nicer if you could select also all the other weapons the character could equip?

Lets say you have a claw in your offhand, it still let´s you equip all the other possoble weapons in the mainhand, but if it´s not a claw ether, it should clear out the offhand. With this version the player could always see all the weapons he can use on the character.

Maybe this is an interesting mechanic you wanna add? But it is not really an important one xD

Greetings.

I have uploaded a new version of the dual wield plugin which fixed a bug, and also added the two features we talked about here.

<Forbidden wtypes: x, y, z> can now be placed on shields, allowing you to specify weapons that cannot be used together with specific shields.

I also added a plugin parameter to show forbidden weapons in the mainhand slot, if they're being forbidden by the item in the offhand. Equipping a forbidden weapon into the main hand when the offhand forbids it will unequip the offhand item, which is functionally the same thing it does when you equip a two-handed weapon in the offhand.

Hello Ramza,

Unfortunately the <Forbidden wtypes: x, y, z> do not work anymore for weapons. I tested it on the previous version and it worked, on the new update don´t.

The new features work fine, thank you for that!^^

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I'll take a closer look at this in the next couple of days. I didn't really change much about how the actual function worked when I added it to shields, so either I made a typo there, or it maybe never quite worked right to begin with XD

Hello Ramza! Do you got time to look at the problem?

Hey.

Sorry, I never got the chance to dig around at this yet. I'll take a look tomorrow, hopefully.

~Ramza

Hey hey.

Sorry it took so long to get to this one, it sort of slipped my mind after you initially reported it, and then I ended up getting busy so I couldn't look into it when I said I would there below.

The good news is it's fixed now. You can download the update in the usual way. 

The cause of the problem, if you're interested, is apparently that I'm kind of an idiot. When I added the ability for the tag to be on shields, I also added a line to the note tag parsing function to make sure that the tag only went on shields, and  not all armors. In doing this, I accidentally made it so the tag would only go on shields and ignore weapons as well. So, uhh, good catch, I guess.

Thanks for your support.

~Ramza

Uiuiuiui! I just tested it and so far it works great. Thank you very much Ramza!^^