Weapons
Check active weapon
EquipmentIndex wieldedWeaponIndex = affectedAgent.GetWieldedItemIndex(Agent.HandIndex.MainHand);
if (wieldedWeaponIndex != EquipmentIndex.None)
{
EquipmentElement wieldedWeapon = defender.BattleEquipment[wieldedWeaponIndex];
SkillObject skill = DefaultSkills.OneHanded;
if (wieldedWeapon.Item.PrimaryWeapon.IsPolearm)
{
skill = DefaultSkills.Polearm;
} else if (wieldedWeapon.Item.PrimaryWeapon.IsTwoHanded) {
skill = DefaultSkills.TwoHanded;
}
defender.HeroDeveloper.AddSkillXp(skill, 25, true, true);
}
Make civilian
In crafting_pieces:
<Flag name="Civilian" type="ItemFlags" />
Weapon Class
public enum WeaponClass
{
Undefined,
Dagger,
OneHandedSword,
TwoHandedSword,
OneHandedAxe,
TwoHandedAxe,
Mace,
Pick,
TwoHandedMace,
OneHandedPolearm,
TwoHandedPolearm,
LowGripPolearm,
Arrow,
Bolt,
Cartridge,
Bow,
Crossbow,
Stone,
Boulder,
ThrowingAxe,
ThrowingKnife,
Javelin,
Pistol,
Musket,
SmallShield,
LargeShield,
Banner,
NumClasses
}
Crafting pieces
Adding is_default="true" to craftingPiece in XML makes it unlocked in the new game.