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Add Main Weapon Logic to Motocal #374

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@OrkunKocyigit OrkunKocyigit commented Nov 8, 2019

Scope of Change:

This PR aims to bring main weapon logic into motocal so main weapon skill effects or ougi effects can be implemented without any hacky ways.

Requirements:

  • There can be only one main weapon.
  • Main weapon type has be "favorite" weapon of Djeeta current job.
  • The grid has to include at least one main weapon.

Changes included in this PR

  • Weapons now include main weapon checkbox.
    image
  • Arm component now has an attribute called mhWeapon that annotates if arm object selected as main weapon or not.
  • Main Weapon checkbox will be disabled if weapon type is not her favorite.
  • If Djeeta has a main weapon equipped then changes a job that does not have that weapon type as her favorite, it will be automatically unequipped as a main weapon.
  • If weapon is chosen as a main weapon, minimum number will be set to AT LEAST 1.
  • If weapon is chosen as a main weapon, maximum number will be set to AT LEAST 1.
  • If minimum weapon count of that specific weapon is reduced to 0, it will be automatically unequipped.
  • If maximum weapon count of that specific weapon is reduced to 0, it will be automatically unequipped.
  • Now content will pass job to armlist so it can check if we can main hand the weapons or not.
  • Now armlist will inject jobs to GlobalConstants so we can find what Djeeta likes.
  • Armlist component will calculated if desired arm in alist is Djeeta favorite and let the Arm component know it.

Changes NOT included in this PR

  • Current weapons in motocal that uses hacky method. Those should be fixed in another PR.
  • Any new weapons effects because I am lazy.
  • Djeeta changing her element to element of MH weapon because it will break saves and annoy lots of people.

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