Comments (3)
emo-san forgive me but im just gonna slap this here cuz i gotta go somewhere asap but this may be relevant to the same systems. might as well look into both?
in vanilla there are npc items that have, for example, an itemType of head but actually dont attach to the same bone as standard headgear. or, likewise, itemType "neck" items that actually attach to the hips bone or head bone on the minifig
the client allows you to equip these items simultaneously - i.e. a standard "neck" item that attaches to the standard "clavicle" bone (equipLocation column), and another "neck" item (rusty's belt) that actually attaches to the "root" bone
however when removing skills during an item unequip, the server appears to judge which skills to remove based on itemType...? so if you equip shoulder gear with a skill (i.e. engineer rank 3 armor) and rusty's belt at the same time, then unequip rusty's belt, it removes the skill from the engineer armor because their itemType is both "neck"
these items were given out at the end of live and i can say with 99.99999% confidence that this did not happen then. not a big deal for the vanilla game, mostly relevant to us modders who are making more use of non-standard equipLocations for cosmetics
https://explorer.squareville.org/objects/8286/11 - rusty's belt, itemType neck, but attaches to root (hip) bone
https://explorer.squareville.org/objects/12304/11 - npc skeleton head small 1, itemType hat, but attaches to head bone (actual hats/headgear attach to hair bone)
https://explorer.squareville.org/objects/12305/11 - another npc skeleton head, this one is itemType neck but attaches to head bone. note the client allows you to wear these two skeleton heads with both neck and hat items, but NOT with each other, since they share the same equipLocation
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I can try and take a look at this over the next week
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update - this is also the root cause of the problem with the plunger gun
https://explorer.lu-dev.net/objects/14378/11
in vanilla, it has an itemType of "right hand" but equips to special_l (left hand on the minifigure nif). the server should be basing what slot its skill should go into based on - quite unintuitively - the equipLocation of special_l rather than the itemType
equipLocation to skill slot mapping on the actionbar should be as follows:
special_r
= slot 1 (primary skill)
hair
= slot 2 (headgear skill)
special_l
= slot 3 (offhand skill)
clavicle
= slot 4 (neck/shoulder gear skill)
the reason for this weird design choice comes down to a redesign to the actionbar system in beta, fairly late in development, and this was simply the best backwards-compatible choice they could have made to achieve the desired design
if an item specifies a castable skill such as an attack but does not have one of those equipLocations, the skill most likely should simply not be given to the player (we unfortunately have no way of knowing what live servers would have done in this case)
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