Maliki's Dual Wield VZ ver 1.8

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Started by Maliki79 234 posts Page 11 of 12 View original ↗
  1. Was just testing this out and i'm loving it alot.
    Something did come to mind, but knowing how these note tags handle i'm unsure but i'll ask anyway.

    Do you know how to potentially unlock skills for specific actor IDs through variables or the like?
    For now I'm quite happy with unlocking a learning package where the skill basically becomes applicable for all actors who are capable of using the skills/weaponry and under the assumption that perhaps the actors are teaching there skills once they've learnt themselves. But i'm interested if there is a possibility.
  2. So you want an item that teaches a skill to a specific actor?
    It's not really in the scope of this plugin, but you can do it fairly easily.

    You'd first make a item in your database. Make it a restorative healing either HP or MP. This is just to open up the damage formula box.

    Next, make the item attempt to give the actor a state but set the success chance to 0%. This is to make it so the item will work if the actor has maxed HP/MP.

    Now, in the damage formula, type

    b.learnSkill(x); 0
    With x the number of the new skill.
    (Be careful with this, as the item will NOT know if that actor knows the skill already and will be consumed if you set it as consumable.)
    Also note that my syntax might not be right as I'm not in front of my PC. (Syntax was correct.)
    The 0 at the end just make the item do no healing.

    Hope that helps.

    Edit: And I think you can just assign a skill to be taught without this extra above. I'll have to check.
    Teaching a skill should be fairly simple to do from a dev standpoint.

    EDIT2: I was right. You can set the item to just teach the skill. Even better, you'll get the buzzer if the character already knows it, which is helpful.
  3. So did the update and I get the following error at boot:

    1682196299698.png


    Which kinda sucks cause I also saved over the copy I had .__.
  4. DId you download ver 1.2?
    If so, I'll look into this further.

    Also, remember that the notetags were changed.
    You will need to add >>> to the end now, which might be what is causing the issue.

    Edit: Issue resovled (hopefully).
    @Puppet Knight , please DL ver1.2a.
    Thanks
  5. Maliki79 said:
    You will need to add >>> to the end now, which might be what is causing the issue
    I actually didn't catch this change. I'll test with 1.2a
  6. Cool. Please let me know if you have any further issues.
  7. Maliki79 said:
    Cool. Please let me know if you have any further issues.
    All good now ^_^
  8. Maliki79 said:
    So you want an item that teaches a skill to a specific actor?
    It's not really in the scope of this plugin, but you can do it fairly easily.

    You'd first make a item in your database. Make it a restorative healing either HP or mp. This is just to open up the damage formula box.

    Next, make the item attempt to give the actor a state but set the success chance to 0%. This is to make it so the item will work if the actor has maxed HP/mp.

    Now, in the damage formula, type

    b.learnSkill(x); 0
    With x the number of the new skill.
    (Be careful with this, as the item will NOT know if that actor knows the skill already and will be consumed if you set it as consumable.)
    Also note that my syntax might not be right as I'm not in front of my PC.
    The 0 at the end just make the item do no healing.

    Hope that helps.

    Edit: And I think you can just assign a skill to be taught without this extra above. I'll have to check.
    Teaching a skill should be fairly simple to do from a dev standpoint.
    Made the test item for skill assigning, can't quite tell if the effect will work because the moment I select an actor it makes the error sound effect, nothing consumed or otherwise so there's something that might need looking into.

    Alternatively I'm interested in seeing what you'll think of next while I am still developing on the system for my game, eitherway the options provided so far are very good- I just need to forsee in the long run which is more fun.
  9. If you get a error sound, nothing changed for the actor.
    Make sure you set the item to give a state.

    And while admittedly fun, do not count on me to come up with ways for you to accomplish things in your project.

    What I typically do here is check the forums for interesting ideas that have not been implemented yet and see if I can do them. Or if I need something for my project and think it's worth sharing with others.

    If you want me to co-dev your project, be ready to pay me.

    I enjoy helping, but please do not push it to the point where I think I'm being exploited.

    Thx
  10. Ah I see what was wrong, I had accidentally assigned the wrong state ID, ended up being assigned to an empty ID providing nothing.
    It works nicely with only one hiccup being the skill becomes top of the list instead of after existing skills. I'm sure there's a plugin or something out there that fixes that.

    And no i'm not intending to exploit you, I was just referring to how you mentioned :
    Maliki79 said:
    Edit: And I think you can just assign a skill to be taught without this extra above. I'll have to check.
    Teaching a skill should be fairly simple to do from a dev standpoint.


    Maliki79 said:
    EDIT2: I was right. You can set the item to just teach the skill. Even better, you'll get the buzzer if the character already knows it, which is helpful.
    Oh? I haven't yet actually tested this myself, but I was aware there was a command for this in in the item/skills effects section, I thought it would assign the skill to all party members capable of using said skill.
  11. I won't make too much of a stink over it.
    Just know if it doesn't involve my plugins directly (bugs or relatable suggestions), just make sure you understand what you are requesting from me and how I may take said request IF you choose to reach out to me directly.

    Skurge said:
    Oh? I haven't yet actually tested this myself, but I was aware there was a command for this in in the item/skills effects section, I thought it would assign the skill to all party members capable of using said skill.
    Yes, you probably should've tested this if you knew it was available. The skill teaching will affect whoever is targeted. (Just like any other item effect.)
    So if you select the party, that's who learns the skill.
    And if it's a single party member, you get the gist.
    Maliki79 said:
    Teaching a skill should be fairly simple to do from a dev standpoint.
    YOU are the dev I was referring to here.
    I was suggesting that YOU figure out a way to teach your characters your skills, which is what I was telling you before you posted this issue here. I simply don't have the bandwidth to create your game's systems for you.

    Your original question you PMed me was how to apply a skill via dual wielding without the skill just being available to have upon equipping.
    That was a good question and prompted the latest update, which I hope others will appreciate as well.
    But setting up a "Skill Teacher" is not within the scope of this plugin.
    That's for you to do.
    Outside of you knowing I can code a bit, I have no idea why you'd ask me to do that outside of looking for free coding help.

    I will help if its worth doing for my knowledge or project, but otherwise, I won't be bothered.

    Thx
  12. Fair call, i'm just usually prone to ask further questions when I unravel stuff along the way I may overlook initially. Sorry if It came across I was taking advantage of you.
    This has definitely helped me in many ways knowing further how to get into what is best for my project and any other users wanting to make use of this plugin and I appreciate you helping out.
  13. Sorry to bother you again, probably a silly repeated question but I went back through past conversations and older versions of the plugins and such, I've got the dual wielding working with the matching <mdwEquipGroup: # > note tags but I swear I had the equip also working only with matching weapon ID alongside weapon types.

    Been reading through the help file for quite a while, I just wanted to check with you if you've got the option in the plugin I may have overlooked or I should seek out a plugin that does this independently.
  14. It could have been a bug created when I merged the MV and MZ versions. I'll look into it.

    Also, note that the trait tags for this have been changed. If the grouping still works but the traits don't, look that you fixed the names of the trait tags. (This will also require you to start a new game as saves made before the update will not read the notes correctly.)

    EDIT: Found and fixed the issue.
    Redownload the plugin. It should work correctly now.
  15. OK so i've conducted a few tests.

    The Traits seem to work as intended, weapons standalone produce only the skills intended for it, and dual wielding the same pair unlocks different skills, the only thing I noticed is if I have an actor dual wielding two different weapons they are unlocking there skills (which is fine) I only need to correct this by having dual equips only compatible with matching weapon IDs. So I think the plugin itself from the merger seems to be in order.
  16. Small Update to ver 1.3c to correct issue with off-hand param calculation bug.
    Thanks for the call-out @kara17

  17. Updated to ver 1.4 to allow OffhandAdjust tags to be placed on individual Actors as well as States for things like temp changes and ambidextrous PCs or passive upgrades, etc.

    Thanks for the suggestion, @Bazinioli.
  18. Maliki79 said:
    Updated to ver 1.4 to allow OffhandAdjust tags to be placed on individual Actors as well as States for things like temp changes and ambidextrous PCs or passive upgrades, etc.

    Thanks for the suggestion, @Bazinioli.
    The new version seems to be spitting the error 'Cannot read property 'OffhandAdjust' of undefined' when I try to select the off-hand slot now
  19. Yikes!

    Might've rushed this out too soon. I'll look into it once I'm home from work.
  20. @Bazinioli when you get an error, please press F8, go to the Console tab, and provide a screenshot of the full error trace.

    That shows programmers which line in the code the error is coming from, and which code functions are leading up to it.