It IS available. Just not here any more.
Jay's Dual Tech system
● ARCHIVED · READ-ONLY
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is there a site where it is or do we have to get it from someone?It IS available. Just not here any more.
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Is it on Itch.io?
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I've been ordered not to link to it because of advertising rules or something. But... well, I'm not exactly denying what studwb22 suggests.
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GotchaStrictly speaking, I've been told not to say. But I won't say it isn't there.
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not sure whats with all the "clock and dagger" about this is there something wrong with it that it has to treated like top secret codes to a nuclear bomb? XD
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I hate doing it, but I was warned about linking to my shop - even in my own topics - in the past and now I'm just trying to avoid more of that.
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I LOOOOOOOOOOOOOOOOOVE the Dual Tech plugin!!!I hate doing it, but I was warned about linking to my shop - even in my own topics - in the past and now I'm just trying to avoid more of that.
(but you should put a disclaimer in the beginning that says your plugins are no longer available through this page, so people calm tf down. lol) -
I LOOOOOOOOOOOOOOOOOVE the Dual Tech plugin!!!
(but you should put a disclaimer in the beginning that says your plugins are no longer available through this page, so people calm tf down. lol)
... I thought I did. I must have been thinking of another plugin's topic. -
@HeroicJay just wanted to ask:
1. any plans to port the plugin over to MZ?
2. any plans to update the plugin to make it compatible with more plugins (e.g. SRD Skill Extender when used in conjunction with YEP Battle Status Window)? -
I don't presently have MZ. If I get MZ in the future, there's a good chance.
I don't plan to look at every single plugin that exists to check that it's compatible and add compatibility - just too many out there! - but perhaps if I understood the problem better I could give it a try. -
Hopefully, you might find a way to do turn linking without YEP Battle Status Window too...but I think that might be just wishful thinking on my part.I don't presently have MZ. If I get MZ in the future, there's a good chance.
I don't plan to look at every single plugin that exists to check that it's compatible and add compatibility - just too many out there! - but perhaps if I understood the problem better I could give it a try. -
No, I've considered it, and the DTB is not a good choice of battle system for turn-linked dualtechs. The Battle Status Window changes the battle system just enough to make it feasible, and even then I wound up tweaking it further (having the Dualtech plugin slightly changes how the BSW DBT works.)
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Interesting. It looks like DTB might be ideal for dual-techs, because everyone acts in the same turn, so hearing that it is not a good choice sounds a bit counter-intuitive, especially since Irina has the Unison Attack plugin, which is slightly similar in function.
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Among my concerns in the true DTB:
- Either only the characters at the TOP of the lineup can activate dualtechs, or characters at the bottom of the lineup will "stomp" the commands you already gave the people at the top of the lineup.
- If you take the "stomping" solution, then that issue becomes compounded if character #1 activates a dualtech involving character #2, the system properly skips #2's turn, and then character #3 activates a dualtech involving character #1. Does character #2 just do nothing that turn? The DTB is not designed to "rewind" without canceling everyone's turns, and it would probably be confusing to a player who doesn't realize what they did.
- Speaking of, if characters #1 and #3 have a dualtech lined up, you're on character #4's turn, and you press the "cancel" button, what does it do? Does it cancel the dualtech and give you character #3's commands? Back up to character #2's turn? Back up to character #1's turn? All make some level of sense.
A solution I've seen to that issue was someone making all dualtechs "instant actions" that put a paralysis effect on everyone involved with the tech, but this is NOT a one-size-fits-all solution.
The reason the YEP BSW alleviates these problems (well, there's still the first issue; I went with the "stomping" approach, since the plugin shows an icon for the skill each actor has assigned, meaning it will be less of a surprise) is that it lets you assign moves out-of-order. And my tweak is that assigning a move to character #4 (or whoever is last) doesn't automatically start the turn if anyone hasn't been assigned a move yet, which is how the BSW usually works (you can still start a turn early, though.)
I have no idea how Irina deals with this; I didn't look into Unison Attacks very much. -
Thanks for the explanation. I can properly appreciate why DTB is not good for Dualtechs at all.
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Is there a thread or website with pre-made dualtech scripts that work with this plugin and also the Yanfly action Sequence Plugins?
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@HeroicJay do you plan to port this plugin over to RMMZ in the future? Just asking as I am seriously looking into moving to MZ, although that might take a year or so before I truly move over from MV.
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@HeroicJay I recently got to thinking about the DTB issues, and was wondering if it would be possible to add a plugin function that can check if an actor has available actions or has available turns, and if not, the skill will be greyed out and not be selectable. On top of that, if a DualTech is selected and cancelled later, then it will clear the actions of both actors.
An alternative is that I think Yanfly's Skill Core can actually be used to check if a skill can be used, the problem would be the script call to use to check if both/all actors is in battle, can act and have not selected an action. I will try to find it when I get back to my game (I am on hiatus of sorts due to RL getting in the way). -
@HeroicJay I recently got to thinking about the DTB issues, and was wondering if it would be possible to add a plugin function that can check if an actor has available actions or has available turns, and if not, the skill will be greyed out and not be selectable. On top of that, if a DualTech is selected and cancelled later, then it will clear the actions of both actors.
An alternative is that I think Yanfly's Skill Core can actually be used to check if a skill can be used, the problem would be the script call to use to check if both/all actors is in battle, can act and have not selected an action. I will try to find it when I get back to my game (I am on hiatus of sorts due to RL getting in the way).
I already have it solved for DTB, but it requires a Yanfly plugin (Battle Status Window) to work.
What you suggest basically means that people toward the bottom of the character list cannot select dualtechs, which I considered an undesirable outcome. I was looking for a solution that didn't require any sort of silliness on the part of the player, like Defending to use dualtechs, if that's what you're trying to suggest. It needs to be intuitive.
The reason Battle Status Window works with turn-linked dualtechs is because it lets you select the characters' actions out-of-order, which is really the ONLY way to avoid the myriad problems that had me originally refuse to program turn linking in DTB without putting in special rules and exceptions that not all players or developers might like.