As far as I understand our BE, it takes into account weapon type, and if character doesn't use any weapon, it uses some "unarmed" built-in weapon type.
So I wonder if it possible to set manually unarmed type for some specific weapons, which hardly could be used for attacking, but still able to provide some bonuses.
I'll tell you what happens in the game's code and you'll figure out what's possible:
Game system and Battle Engine are two separate entities that know nothing about eachother.
Every time we start a battle, this happens:
BE takes names of your party, their battle stats, their sprites, attack type, magic type and runs them through a kind of a poorly build bridge function, it's not the most elegant way to do this, but it will work flawlessly:
1) Stats are transferred in number (without loops).
2) A number of forks is formed:
- Fork 1:
Basically if 'Fire 1' in mskills (Game engine)
: Register Fire 1 Skill (In Battle engine)
And so on for every magic that is known to battle engine.
- Fork 2:
It was bskills in the past but I will now turn it into:
If weapon.slot (in game) is empty:
register unarmed attack skill.
If weapon.slot (in game) is sword or katana (type field):
register sword attack skill.
and so on....
So to answer your question: We will build a number of 'weapon types' in battle engine and match them with types of weapons in small or normal weapon slots (first normal, than small). We can build any number of weapon types in BE... they differ by sound they make during the attack and damage modifier. Hope that this clears things up.