
Originally Posted by
kikix12
Your idea is actually excessively complicated compared to what the original poster said. There is no need for any dummy or whatever. You're going to need the source of glamour anyway. So just use it.
Have all the weapons that come with two parts (bow and arrows, two daggers, two "fist" weapons etc.) recognize having two models, naming each model "main hand" and "off hand". It's possible it's already like that for the sake of placing the models in the right hands, so there may not be any change needed.
Names are irrelevant. The models can be called by number. The rapier and medium models are already separate assets, and each paired weapon is just a single weapon drawn twice.
If you equip an item normally in the main hand it uses both models as normal, as it is now.
If you equip an item in the off hand, then only its off hand model is used to replace the off hand model of whatever is held. A simple "glamour" that uses the existing system. No stats are added.
2) Change the flag either for the weapons or the off-hand slot to allow main-hand weapons to be put in it, with no stats added. Changing the slot is obviously way less time consuming.
3) Make a system that automatically glamours over the "off-hand" weapon of what's equipped in the main slot with the "off-hand" weapon of whatever is used in the off-hand slot. This is the only really new piece of coding, but one that uses parts of glamour system (without the prism though).
This would require keeping secondary weapons in your armoury chest at all times, which would impinge on one of the few merits of the glamour dresser. It would also require that you maintain separate gearsets if you want different weapon combinations on the same job. In short, you'd be shifting the minor problems of the glamour dresser over to the armoury chest.
My solution is not significantly more complicated than what you're suggesting. Both require modification of the system to understand and allow that you can have "something" equipped in the offhand slot. Mine just adds a slight modification to the glamour validation routine:
Where currently, we have something like
Code:
valid = glamourItem.EquipableBy.contains(character.CurrentJob.ID)
and glamourItem.Lv <= baseItem.Lv
and glamourItem.Slot == baseItem.Slot;
we would need something like
Code:
isOffhandGlamour = glamourItem.Slot == mainhand
and baseItem.Slot == offhand;
valid = glamourItem.EquipableBy.contains(character.CurrentJob.ID)
and glamourItem.Lv <= character.CurrentJob.Lv // to allow glamouring onto Lv1 offhand receptacle
and (glamourItem.Slot == baseItem.Slot or isOffhandGlamour);
Of which the level checking line would be better than what we have now, even outside of this thread topic, since the purpose of the level checking line is so you can't take on the appearance of a higher level than you actually are, and checking the item's level is a step more restrictive than it needs to be to uphold the spirit of this rule.