Originally Posted by
Trumpy
I could tell you how i do it but you and everyone else will prolly hate it lol. I use tables and variables and stuffs.
Worse case scenario I was thinking of just mapping my 2H weapons and saying if my main contains one of them or my sub is empty than 2HDD == 'ON' else OFF. Slightly less automated, but it is within my wheelhouse, and the only thing I can think of.
EDIT:
Okay I made this:
Code:
TwoHandedWeapons = S {
'Aettir', 'Epeolatry', 'Lionheart', 'Beheader +1', 'Takoba', 'Zulqifar', 'Bidenhander',
'Montante', 'Montante +1', 'Humility', 'Nibiru Faussar', 'Macbain', 'Soulcleaver',
' Kaqulijaan', 'Beorc Sword', 'Trial Blade', 'Sword of Trials', 'Irradiance Blade',
'Greatsword', 'Parashu'
}
and a rule then put it in my function status change to test it:
Code:
function status_change(new, old)
if new == 'Idle' then
IdleState()
elseif new == 'Resting' then
RestingState()
elseif new == 'Engaged' then
EngagedState()
end
if player.status == 'Engaged' and TH == 'ON' then
ChangeGear(set_combine(equipSet, sets.Utility.TH))
end
if player.status == 'Engaged' and TwoHandedWeapons:contains(player.equipment.main) or player.equipment.sub == 'empty' then
TwoHandedTP = 'ON'
send_command('@input /echo <----- 2H TP Active!!')
else
TwoHandedTP = 'OFF'
send_command('@input /echo <----- 1H TP Active!')
end
end
It works, but since it is in status change it only works when starting or ending combat essentially. How can I create a check for if weapons change mid combat reasonably?
Updated Lua: here
EDIT #2: Suppose I could just put it in aftercast to somewhat fix the problem, but it all feels a bit shoddy to do.