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Instant use/equip world items


dcieve

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Awesome! It works far more better than before!

And when using it on food, it doesn't break RND animation too.

 

Just a suggestion tho, can you make it possible to customize the items options in MCM menu? And I think spellbooks need to be included too.

Also in when i use it on potions/food it says "xxxxxxxx was equipped". Can you make the notification differs for each type of items? Something like:

 

Food/Drinks/Potions : "xxxxxxxx was consumed"

Armors/Weapons/Scrolls: "xxxxxxxx was equipped"

Spellbooks: I think this one doesn't need notification since the vanilla system already done that.

 

 

Anyway, great work! I really didn't think you'll follow up my last post. It helps a lot! I'll be sure to endorse it right away!

 

 

Edit:

Also for Poison: "Poison was applied to <weapon equipped>"

Edited by dcieve
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I'll do an updated release soon.

 

Edit:

I probably won't bother with a message for poisons.

Due to i can't be assed checking the player has a weapon equipped and if the weapon can have poison applied and if the poison applied to the weapon.

It's just to hit and miss and bloats the code more then it need to be just for the sake of a message.

 

I gather if the poison can't be applied, then natively the game will display a message saying so (not sure, can't remember if it does or not).

Edited by sLoPpYdOtBiGhOlE
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Updated to 0.2, but probably be another update soon again.

 

Next update v0.3 will have:
Added: Pick Up Equip Arrows.
Added: Auto equip mode (item equipped without holding modifier key, holding modifier key will not equip the item) .
Added: MCM info tips when pointing at controls in MCM.
Added: MCM options for weapons preferred equip type (for 1H weapons). eg: left hand, right hand, available hand.

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Yeah i think so too, the poison message is too much a hassle, so i think i'll take that back.

 

I'm sure will be waiting for the next update. That preferred equip hands is a really great idea.

Great work as always!

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Yeah, I dropped poison support in v0.2 altogether as it didn't work without writing convoluted code.

 

There didn't seem to be a simple method (that I've found yet) to actually apply poison.

equipitem just doesn't work for poisons nor does it work for Spell Tomes.

 

The spell tomes were easy enough to add though as there are simple short functions to get the tome spell and add it to the player if they don't already have the spell.

 

But for poison there really isn't any simple functions (that I've found).

So instead of getting hung up on poisons, I just dropped them altogether.

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