@Naturesong Nope, you aren't missing anything. if we dont see it, its not there. Secondary confirmation, if you would, but it may be helpful on the future, probably more helpful on the Squire, who has a lot more to say about things.
Ultimatelyu, it looks like I didn't account for enchanter animations coming visibly pre-armed.
TL,DR : Have a pet who is summoned with "visible" weapons, like enchanter animations? Check the box in the settings for the page to request arming on summon anyway.
To detect whether a pet needs arming, for resiliency (in case the arming after initial summon fails or is interrupted), pages check their pets for the Pet.Primary() and Pet.Secondary() data from MQ, which checks what weapon is being drawn on the screen. If its 0, squire needs to arm, and the presets intentionally do weapons last for that reason.
Enchanter animations come with armed, so we'll have to work around that.
I'm adding an option where the PC can specify that its pet comes with visible weapons on summon. If checked, the page will report that arming is needed when a new pet is summoned, regardless of what it is holding.
This will not apply to pets that exists on startup... we will assume those were armed previously. If that is the case, and we are wrong, simply manually arm the first time.
The only way to improve that would be for me to literally hardcode every displayed weapon by every animation on multiple servers, and even then, any change or other custom implementation would defeat that.
Ultimately, this way is the lesser of two evils IMO.
I'll do some testing and push this.
Thank you again for the feedback!

Ultimatelyu, it looks like I didn't account for enchanter animations coming visibly pre-armed.
TL,DR : Have a pet who is summoned with "visible" weapons, like enchanter animations? Check the box in the settings for the page to request arming on summon anyway.
To detect whether a pet needs arming, for resiliency (in case the arming after initial summon fails or is interrupted), pages check their pets for the Pet.Primary() and Pet.Secondary() data from MQ, which checks what weapon is being drawn on the screen. If its 0, squire needs to arm, and the presets intentionally do weapons last for that reason.
Enchanter animations come with armed, so we'll have to work around that.
I'm adding an option where the PC can specify that its pet comes with visible weapons on summon. If checked, the page will report that arming is needed when a new pet is summoned, regardless of what it is holding.
This will not apply to pets that exists on startup... we will assume those were armed previously. If that is the case, and we are wrong, simply manually arm the first time.
The only way to improve that would be for me to literally hardcode every displayed weapon by every animation on multiple servers, and even then, any change or other custom implementation would defeat that.
Ultimately, this way is the lesser of two evils IMO.
I'll do some testing and push this.
Thank you again for the feedback!


