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Utilities and 3rd Party Applications / Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« on: April 22, 2020, 05:13:53 am »
Looking good! I imagine that many modders would be interested in this if they were aware of its existence and understood how to use it; I sometimes wonder whether the sequestration of utilities into this subforum has decreased their general visibility as compared to when everything was mixed together in the 'Modding' section. It would probably help to have a couple of eyecatching usage examples in the first few posts to draw interest.
With regards to {ON_EQUIP} in the enhancedItems system, I haven't checked your code, but if it works like modtools/item-trigger you need to be aware that this script used to have a problem of triggering the 'onEquip' effect regardless of whether the target item was being hauled, worn, wielded, stabbed into a unit, etc (so a sword intended to transform wielders into giants would also have a transform units hauling it to the stockpile or opponents in the middle of a battle, for example). This may or may not be intended behaviour in your system, but I had added the option to specify the desired equipment mode(s) to give item-trigger users more control.
Does enhancedItems not include {ON_UNEQUIP} or is it assumed that unequipping an item removes the {ON_EQUIP} effect? If the latter is correct, allowing users to make {ON_EQUIP} effects permanent may be useful in some cases. A separate {ON_UNEQUIP} option would be useful for effects unique to unequipping (a cursed sock which kills the wearer when removed, for example).
With regards to {ON_EQUIP} in the enhancedItems system, I haven't checked your code, but if it works like modtools/item-trigger you need to be aware that this script used to have a problem of triggering the 'onEquip' effect regardless of whether the target item was being hauled, worn, wielded, stabbed into a unit, etc (so a sword intended to transform wielders into giants would also have a transform units hauling it to the stockpile or opponents in the middle of a battle, for example). This may or may not be intended behaviour in your system, but I had added the option to specify the desired equipment mode(s) to give item-trigger users more control.
Does enhancedItems not include {ON_UNEQUIP} or is it assumed that unequipping an item removes the {ON_EQUIP} effect? If the latter is correct, allowing users to make {ON_EQUIP} effects permanent may be useful in some cases. A separate {ON_UNEQUIP} option would be useful for effects unique to unequipping (a cursed sock which kills the wearer when removed, for example).