diff --git a/Glamourer/Configuration.cs b/Glamourer/Configuration.cs
index 9e01d18..78d1a3b 100644
--- a/Glamourer/Configuration.cs
+++ b/Glamourer/Configuration.cs
@@ -41,6 +41,7 @@ public class Configuration : IPluginConfiguration, ISavable
public bool UseFloatForColors { get; set; } = true;
public bool UseRgbForColors { get; set; } = true;
public bool ShowColorConfig { get; set; } = true;
+ public bool ChangeEntireItem { get; set; } = false;
public ModifiableHotkey ToggleQuickDesignBar { get; set; } = new(VirtualKey.NO_KEY);
public DoubleModifier DeleteDesignModifier { get; set; } = new(ModifierHotkey.Control, ModifierHotkey.Shift);
public ChangeLogDisplayType ChangeLogDisplayType { get; set; } = ChangeLogDisplayType.New;
diff --git a/Glamourer/Designs/DesignManager.cs b/Glamourer/Designs/DesignManager.cs
index ee4bd13..3b3b43d 100644
--- a/Glamourer/Designs/DesignManager.cs
+++ b/Glamourer/Designs/DesignManager.cs
@@ -4,7 +4,6 @@ using Glamourer.Events;
using Glamourer.GameData;
using Glamourer.Interop.Penumbra;
using Glamourer.Services;
-using Glamourer.State;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using OtterGui;
@@ -17,6 +16,7 @@ namespace Glamourer.Designs;
public class DesignManager
{
private readonly CustomizeService _customizations;
+ private readonly Configuration _config;
private readonly ItemManager _items;
private readonly HumanModelList _humans;
private readonly SaveService _saveService;
@@ -28,14 +28,15 @@ public class DesignManager
=> _designs;
public DesignManager(SaveService saveService, ItemManager items, CustomizeService customizations,
- DesignChanged @event, HumanModelList humans, DesignStorage storage, DesignLinkLoader designLinkLoader)
+ DesignChanged @event, HumanModelList humans, DesignStorage storage, DesignLinkLoader designLinkLoader, Configuration config)
{
- _designs = storage;
- _saveService = saveService;
- _items = items;
- _customizations = customizations;
- _event = @event;
- _humans = humans;
+ _designs = storage;
+ _config = config;
+ _saveService = saveService;
+ _items = items;
+ _customizations = customizations;
+ _event = @event;
+ _humans = humans;
LoadDesigns(designLinkLoader);
CreateDesignFolder(saveService);
@@ -382,26 +383,18 @@ public class DesignManager
switch (slot)
{
case EquipSlot.MainHand:
- var newOff = currentOff;
+
if (!_items.IsItemValid(EquipSlot.MainHand, item.ItemId, out item))
return;
- if (item.Type != currentMain.Type)
- {
- var defaultOffhand = _items.GetDefaultOffhand(item);
- if (!_items.IsOffhandValid(item, defaultOffhand.ItemId, out newOff))
- return;
- }
-
- if (!(design.GetDesignDataRef().SetItem(EquipSlot.MainHand, item)
- | design.GetDesignDataRef().SetItem(EquipSlot.OffHand, newOff)))
+ if (!ChangeMainhandPeriphery(design, currentMain, currentOff, item, out var newOff, out var newGauntlets))
return;
design.LastEdit = DateTimeOffset.UtcNow;
_saveService.QueueSave(design);
Glamourer.Log.Debug(
$"Set {EquipSlot.MainHand.ToName()} weapon in design {design.Identifier} from {currentMain.Name} ({currentMain.ItemId}) to {item.Name} ({item.ItemId}).");
- _event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, item, newOff));
+ _event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, item, newOff, newGauntlets));
return;
case EquipSlot.OffHand:
@@ -415,7 +408,7 @@ public class DesignManager
_saveService.QueueSave(design);
Glamourer.Log.Debug(
$"Set {EquipSlot.OffHand.ToName()} weapon in design {design.Identifier} from {currentOff.Name} ({currentOff.ItemId}) to {item.Name} ({item.ItemId}).");
- _event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, currentMain, item));
+ _event.Invoke(DesignChanged.Type.Weapon, design, (currentMain, currentOff, currentMain, item, (EquipItem?)null));
return;
default: return;
}
@@ -503,15 +496,7 @@ public class DesignManager
/// Change the bool value of one of the meta flags.
public void ChangeMeta(Design design, MetaIndex metaIndex, bool value)
{
- var change = metaIndex switch
- {
- MetaIndex.Wetness => design.GetDesignDataRef().SetIsWet(value),
- MetaIndex.HatState => design.GetDesignDataRef().SetHatVisible(value),
- MetaIndex.VisorState => design.GetDesignDataRef().SetVisor(value),
- MetaIndex.WeaponState => design.GetDesignDataRef().SetWeaponVisible(value),
- _ => throw new ArgumentOutOfRangeException(nameof(metaIndex), metaIndex, null),
- };
- if (!change)
+ if (!design.GetDesignDataRef().SetMeta(metaIndex, value))
return;
design.LastEdit = DateTimeOffset.UtcNow;
@@ -753,4 +738,46 @@ public class DesignManager
return (actualName, path);
}
+
+ /// Change a mainhand weapon and either fix or apply appropriate offhand and potentially gauntlets.
+ private bool ChangeMainhandPeriphery(Design design, EquipItem currentMain, EquipItem currentOff, EquipItem newMain, out EquipItem? newOff, out EquipItem? newGauntlets)
+ {
+ newOff = null;
+ newGauntlets = null;
+ if (newMain.Type != currentMain.Type)
+ {
+ var defaultOffhand = _items.GetDefaultOffhand(newMain);
+ if (!_items.IsOffhandValid(newMain, defaultOffhand.ItemId, out var o))
+ return false;
+
+ newOff = o;
+ }
+ else if (_config.ChangeEntireItem)
+ {
+ var defaultOffhand = _items.GetDefaultOffhand(newMain);
+ if (_items.IsOffhandValid(newMain, defaultOffhand.ItemId, out var o))
+ newOff = o;
+
+ if (newMain.Type is FullEquipType.Fists && _items.ItemData.Tertiary.TryGetValue(newMain.ItemId, out var g))
+ newGauntlets = g;
+ }
+
+ if (!design.GetDesignDataRef().SetItem(EquipSlot.MainHand, newMain))
+ return false;
+
+ if (newOff.HasValue && !design.GetDesignDataRef().SetItem(EquipSlot.OffHand, newOff.Value))
+ {
+ design.GetDesignDataRef().SetItem(EquipSlot.MainHand, currentMain);
+ return false;
+ }
+
+ if (newGauntlets.HasValue && !design.GetDesignDataRef().SetItem(EquipSlot.Hands, newGauntlets.Value))
+ {
+ design.GetDesignDataRef().SetItem(EquipSlot.MainHand, currentMain);
+ design.GetDesignDataRef().SetItem(EquipSlot.OffHand, currentOff);
+ return false;
+ }
+
+ return true;
+ }
}
diff --git a/Glamourer/Events/DesignChanged.cs b/Glamourer/Events/DesignChanged.cs
index 9b75d5a..121c58c 100644
--- a/Glamourer/Events/DesignChanged.cs
+++ b/Glamourer/Events/DesignChanged.cs
@@ -59,7 +59,7 @@ public sealed class DesignChanged()
/// An existing design had an equipment piece changed. Data is the old value, the new value and the slot [(EquipItem, EquipItem, EquipSlot)].
Equip,
- /// An existing design had its weapons changed. Data is the old mainhand, the old offhand, the new mainhand and the new offhand [(EquipItem, EquipItem, EquipItem, EquipItem)].
+ /// An existing design had its weapons changed. Data is the old mainhand, the old offhand, the new mainhand, the new offhand (if any) and the new gauntlets (if any). [(EquipItem, EquipItem, EquipItem, EquipItem?, EquipItem?)].
Weapon,
/// An existing design had a stain changed. Data is the old stain id, the new stain id and the slot [(StainId, StainId, EquipSlot)].
diff --git a/Glamourer/Gui/Tabs/SettingsTab.cs b/Glamourer/Gui/Tabs/SettingsTab.cs
index b883dd9..e8435ce 100644
--- a/Glamourer/Gui/Tabs/SettingsTab.cs
+++ b/Glamourer/Gui/Tabs/SettingsTab.cs
@@ -68,6 +68,9 @@ public class SettingsTab(
if (!ImGui.CollapsingHeader("Glamourer Behavior"))
return;
+ Checkbox("Always Apply Entire Weapon for Mainhand",
+ "When manually applying a mainhand item, will also apply a corresponding offhand and potentially gauntlets for certain fist weapons.",
+ config.ChangeEntireItem, v => config.ChangeEntireItem = v);
Checkbox("Use Replacement Gear for Gear Unavailable to Your Race or Gender",
"Use different gender- and race-appropriate models as a substitute when detecting certain items not available for a characters current gender and race.",
config.UseRestrictedGearProtection, v => config.UseRestrictedGearProtection = v);
diff --git a/Glamourer/State/StateManager.cs b/Glamourer/State/StateManager.cs
index 4ccf42c..518b435 100644
--- a/Glamourer/State/StateManager.cs
+++ b/Glamourer/State/StateManager.cs
@@ -20,7 +20,8 @@ public class StateManager(
StateEditor _editor,
HumanModelList _humans,
ICondition _condition,
- IClientState _clientState)
+ IClientState _clientState,
+ Configuration _config)
: IReadOnlyDictionary
{
private readonly Dictionary _states = [];
@@ -260,6 +261,10 @@ public class StateManager(
? _applier.ChangeArmor(state, slot, source is StateSource.Manual or StateSource.Ipc)
: _applier.ChangeWeapon(state, slot, source is StateSource.Manual or StateSource.Ipc,
item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
+
+ if (slot is EquipSlot.MainHand)
+ ApplyMainhandPeriphery(state, item, source, key);
+
Glamourer.Log.Verbose(
$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}). [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, actors, (old, item, slot));
@@ -276,6 +281,10 @@ public class StateManager(
? _applier.ChangeArmor(state, slot, source is StateSource.Manual or StateSource.Ipc)
: _applier.ChangeWeapon(state, slot, source is StateSource.Manual or StateSource.Ipc,
item.Type != (slot is EquipSlot.MainHand ? state.BaseData.MainhandType : state.BaseData.OffhandType));
+
+ if (slot is EquipSlot.MainHand)
+ ApplyMainhandPeriphery(state, item, source, key);
+
Glamourer.Log.Verbose(
$"Set {slot.ToName()} in state {state.Identifier.Incognito(null)} from {old.Name} ({old.ItemId}) to {item.Name} ({item.ItemId}) and its stain from {oldStain.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(type, source, state, actors, (old, item, slot));
@@ -290,6 +299,7 @@ public class StateManager(
return;
var actors = _applier.ChangeStain(state, slot, source is StateSource.Manual or StateSource.Ipc);
+
Glamourer.Log.Verbose(
$"Set {slot.ToName()} stain in state {state.Identifier.Incognito(null)} from {old.Id} to {stain.Id}. [Affecting {actors.ToLazyString("nothing")}.]");
_event.Invoke(StateChanged.Type.Stain, source, state, actors, (old, stain, slot));
@@ -430,9 +440,9 @@ public class StateManager(
if (state.ModelData.IsHuman)
{
- _applier.ChangeMetaState(actors, MetaIndex.HatState, state.ModelData.IsHatVisible());
+ _applier.ChangeMetaState(actors, MetaIndex.HatState, state.ModelData.IsHatVisible());
_applier.ChangeMetaState(actors, MetaIndex.WeaponState, state.ModelData.IsWeaponVisible());
- _applier.ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
+ _applier.ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
_applier.ChangeCrests(actors, state.ModelData.CrestVisibility);
_applier.ChangeParameters(actors, state.OnlyChangedParameters(), state.ModelData.Parameters, state.IsLocked);
}
@@ -503,7 +513,7 @@ public class StateManager(
foreach (var index in Enum.GetValues().Where(i => state.Sources[i] is StateSource.Fixed))
{
- state.Sources[index] = StateSource.Game;
+ state.Sources[index] = StateSource.Game;
state.ModelData.Customize[index] = state.BaseData.Customize[index];
}
@@ -537,7 +547,7 @@ public class StateManager(
{
case StateSource.Fixed:
case StateSource.Manual when !respectManualPalettes:
- state.Sources[flag] = StateSource.Game;
+ state.Sources[flag] = StateSource.Game;
state.ModelData.Parameters[flag] = state.BaseData.Parameters[flag];
break;
}
@@ -579,4 +589,20 @@ public class StateManager(
public void DeleteState(ActorIdentifier identifier)
=> _states.Remove(identifier);
+
+ /// Apply offhand item and potentially gauntlets if configured.
+ private void ApplyMainhandPeriphery(ActorState state, EquipItem? newMainhand, StateSource source, uint key = 0)
+ {
+ if (!_config.ChangeEntireItem || source is not StateSource.Manual)
+ return;
+
+ var mh = newMainhand ?? state.ModelData.Item(EquipSlot.MainHand);
+ var offhand = newMainhand != null ? _items.GetDefaultOffhand(mh) : state.ModelData.Item(EquipSlot.OffHand);
+ if (offhand.Valid)
+ ChangeEquip(state, EquipSlot.OffHand, offhand, state.ModelData.Stain(EquipSlot.OffHand), source, key);
+
+ if (mh is { Type: FullEquipType.Fists } && _items.ItemData.Tertiary.TryGetValue(mh.ItemId, out var gauntlets))
+ ChangeEquip(state, EquipSlot.Hands, newMainhand != null ? gauntlets : state.ModelData.Item(EquipSlot.Hands),
+ state.ModelData.Stain(EquipSlot.Hands), source, key);
+ }
}