Closed seiyria closed 9 years ago
Actually, I thought that too. Then I followed the execution path, and this follows immediately after:
itemsInSlot = @equippedItemsOfType item.type
if itemsInSlot.length >= PetData[@type].slots[item.type]
lowestScoreItem = _.min itemsInSlot, (item) => @calc.itemScore item
if lowestScoreItem.score() < item.score()
@equip item
@equipment = _.without @equipment, lowestScoreItem
@sellItem lowestScoreItem
return true
else if itemsInSlot.length < PetData[@type].slots[item.type]
@equip item
return true
Which means that first check is bad, because pets can technically equip the item so long as the score is within their bounds. The actual equip logic pasted above does the same check, and handles it better.
Yes, except that when the player tells IdleMaster, for example, to equip an item to pet, the tryToEquipToSelf function isn't called at all. Thus enabling a player to equip multiple items in the same slot. Unless I'm missing something?
So uh, what happens when you equip something in a slot that already has something in that slot? Doesn't this make it so pets can equip 153242542+ body armours?