another incredible things! This is amazing!
if you already script this, this interest me!
Code: Select all
onEquipItem = function(champion, slot)
if champion:getItem(7) = ? and champion:getItem(8) = ? then
-- making sure it's in both hands regardless of which hand you put it in
champion:insertItem(7, BOOGLY)
champion:insertItem(8, BOOGLY)
else
champion:removeItem(slot)
setMouseItem(BOOGLY)
end
end,
onUnequipItem = function(champion, slot)
-- making sure both hands are empty regardless of which hand you take it from
champion:removeItem(7)
champion:removeItem(8)
end,I suppose I could put it on Steam. (I use the GoG version, which does not come with the Steam Workshop... but I happen to have gotten a Steam key from AH for the beta map editor, so I should be able to add it there as well. ~afaik)Gradunk wrote:NNGGAAAAAH!! so jelly. lol. is my code alright though?
and on the nexus?!? laaame

Perhaps I was missing something. Does each item have different icons used depending on if it is in hand or in inventory? If so, then your way will work, but if it uses the same icon in all places, the icon you drew would look in inventory like it does in my image's inventory.Isaac wrote:Not really ~unless I'm missing something. The character sheet duplicates the item icon on the paper-doll. So where the two icons would meet on the portrait GUI (in the lower right); those duplicated icons would not meet up in the character sheet/ paper-doll.Allanius2 wrote:I believe I've seen this done in another game where the hand the 2H weapon was placed in had the full icon and the other hand was either greyed out or had a semi transparent copy of the icon. This would eliminate the problem of the inventory half icons.Isaac wrote:SetMouseItem(item)
One snag with this idea is that the icon may look great in the hands, but will look odd split apart in the character sheet. Odd looking, but you'd have two handed weapons.
The greyed out icon is easy to do as the [off-hand] weapon's icon, but not if it was to be ½ of the weapon image across both hands; it would have to be two swords, one grey-transparent, the other solid (as usual).
**Aside: It seems rather complicated to delete an item in a champion slot from within an onUnEquipItem hook. The item's onUnEquipItem hook is run when you call removeItem().![]()
It might have to require a script object on the map for a timer to call to delete both halves of the weapon.
I have a script that handles the double item two handed weapon... but deleting both items when the player can arbitrarily pick up either one of them first has been challenging to attempt ~without a spawned timer and separate script object.


You can get around the split icons in inventory, but you cannot have differing icons equipped in the hands...(as they are seen in both locations at the same time, and changing one changes the other). So while it can be made to work in the small portraits, it would show up as hilt & point in the weapon slots of the paper-doll menu.Allanius2 wrote:...