Maliki's Dual Wield VZ ver 1.8

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Started by Maliki79 234 posts Page 10 of 12 View original ↗
  1. Hello @Maliki79 !
    Just before going to bed, I was looking at my different attacks, which depends on the weapon type used.
    So there is an attack for the swords that has its own specifics, and another one for the daggers, etc. They're separated skills.
    So I planned on having the player the possibility to choose which attack to use if he has two different weapon types equipped.
    Then I noticed that the skills showing on screen were both the one from the main hand weapon.
    So my battle command menu shows this when I have a sword on main hand and dagger on off hand :
    Attack (sword)
    Attack (sword)
    Skills
    Items
    etc.

    Then if I invert the weapons (dagger on main hand and sword on off hand) :
    Attack (dagger)
    Attack (dagger)
    Skills
    Items
    etc.

    Do I have to change something on my skills in order to have both Attack skills available ? Or is the problem coming from the plugin not intended for this particular use, or even something else ?
  2. As I don't use whatever plugin you are using to enable the different attacks, I couldn't say what the cause is, much less the best fix for it.
    Can you tell me what equip and skill based plugins you are using?
  3. The plugin that allows me to have multiple skills on the command list is Bobstah's BattleCommandList plugin;
    As for equip and skill plugins :
    YEP_BattleEngineCore
    YEP_SkillCore
    Moogle_X_PassiveSkill
    Jeneeus Guruman's Command Equip plugin
  4. Wow. Quite the list of potential incompatibles.
    So I guess the next question is do the weapons act correctly with my plugin turned off?
  5. Turning your plugin off doesn't change the issue.
    Maybe I should try on a blank project to see if it's coming from base json ?
  6. I see.

    Since my plugin is not causing the issue, you may have better luck getting one of the other devs to help. (I personally have a feeling it's the bobstah one itself that has a bug with dual wielding.)
  7. I just found that the primary and secondary weapons are labeled < double griptrait: 11, 1, 100 > and equipped with them, then the effect will be cancelled out. I don't know whether you set or unexpected bug
  8. Trait 11 is the element rate.

    For it to have any effect, I believe it needs to be a number other than 100, which is 100%.
    Try setting the numbers to 200 or something higher for testing purposes.
  9. Maliki79 said:
    Trait 11 is the element rate.

    For it to have any effect, I believe it needs to be a number other than 100, which is 100%.
    Try setting the numbers to 200 or something higher for testing purposes.
    This is my collocation test analysis. You can try it yourself. I don't know if it's my problem. At first, I thought it was the problem of X and y, and the result was not collocation.png
  10. From the Help file:
    When one tagged weapon is equipped and while the actor has the <doubleGrip> tag on either class notes or a state's notes, the double grip traits will be applied to the actor.

    Did you add the <doubleGrip> to actor class or states?

    Also, the equip has to be the ONLY equip in the first 2 slots (the only weapon).
  11. Maliki79 said:
    From the Help file:


    Did you add the <doubleGrip> to actor class or states?

    Also, the equip has to be the ONLY equip in the first 2 slots (the only weapon).
    Yes, I put the < doublegrip > tag in the class note, and then equip it with two different weapons. The tag is as I tested it
  12. Hey I'm having a problem were the offhand slot is always blank and when I equip an off handed weapon all the stats return as NAN and then the game crashes little help here
  13. I want to know how to solve this problem. If you can't solve it, I can give up yep
    1643899002482.png
  14. It's probably related to the equipCore.
    One question before you give up on it: Did you happen to rename my plugin?
    A bug like this could have been caused by changing the plugin name.
  15. I didn't change the plug-in name or duplicate it. It seems that I can only give up yep - Equipment core
  16. I can duplicate the issue as well.
    I just commented out the section for Game_Actor.prototype.forceChangeEquip
    and the issue went away.
    as for the dual weapon traits, so far I can get the traits to work if I take out
    && this.isDoubleGripping() on line 805
    That is what seems to be not working.
    I can put the doublegrip tag in actor, class, weapon but it never works.
    The traits work fine once the doublegrip is not checked.

    Scratch that. It looks like it works BUT, the display is not showing it when you have something in the other slot.
    Bypassing the equipment check and changing line 805 this.isDoubleGripping() -> this.hasDoubleGrip() works as well. And with the forceChangeEquip not there it works perfectly fine as far as I can tell.
  17. Maliki79 said:
    It's probably related to the equipCore.
    One question before you give up on it: Did you happen to rename my plugin?
    A bug like this could have been caused by changing the plugin name.
    You can also use variable scripts or formulas to replace the Z of such < doublegriptrait: X, y, z > tags, such as < doublegriptrait: 21,4, $gamevariables Value (1) > or < doublegriptrait: 21,4, $gamevariables value(1) + 1>
  18. Updated: Latest version combines MV and MZ versions!
    Also added evals to all plugin provided traits!
    Note that the notetag syntax has changed a bit.
    Make sure to fix any trait related notetags when upgrading to this version!
  19. Hey just wanted to ask if it's possible to make skills in weapon note tags accessible through unlocks like skill purchasing, levels, gold, variables etc?

    If these things were possible, I as an example could make use of trainers that give out skills to weapons/actors.
  20. @Skurge
    Well, to do this, you will first need to reference the way you monitor the actor's skill levels.
    I'll quickly give the notetags needed for the easier ones first.

    If you want to grant a skill based on a character's level, you need to reference it.
    you can do this in this plugin via

    actor.level

    So if you wanted to add a skill based on whether an actor reached level 20, you'd make your notetagslike this:

    <mainweaponTrait: 43, x, 1, actor.level >= 20>>>
    where x is the ID number of the skill in the database.

    Next, if you wanted to add the skill based on if the party has at least 500 gold:
    <mainweaponTrait: 43, x, 1, $gameParty.gold() >= 500>>>

    Now, if you wanted it based on a variable:
    <mainweaponTrait: 43, x, 1, v[y] == z>>>
    with y being the variable you want to check and z being the amount you want to compare it to.

    Now with your first example of "Skill Purchasing", you'd need whatever property you are using to track the purchase.
    (I'm not in a position to comb thru that for you.)

    With all this said, be reminded that all of these are for weapons in the Main hand ONLY.
    With this explanation came the realization that I will probably want to feature "Regular" traits that can be influenced by the conditionals.
    In the meantime, I hope this explanation helps.