The demo currently up is ancient. I'll try to throw together an updated one if you're really interested.
As for the conditional, I did make a script call for that, but I'll have to see if it was included in this plugin.
Maliki's Dual Wield VZ ver 1.8
● ARCHIVED · READ-ONLY
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Both would be great! The script call would be great. I want to change the AI of the mobs based on it and also the sv actors (i dont use default)The demo currently up is ancient. I'll try to throw together an updated one if you're really interested.
As for the conditional, I did make a script call for that, but I'll have to see if it was included in this plugin.
thanks again
I saw the lore and just wanted to play the game. It sounds challenging :) -
Found the script call.
You can check the HELP section for info.
From help$gameActors.isWeaponEquipped(type) will return a number based on the defined type
(type is the weapon type ID in the database.
0 if in the first equip slot,
1 if it's in the second,
2 if it's in both,
and -1 if in neither.
You can omit the type arguement and the function will return those numbers if their is ANY weapon is equipped in those slots. -
#Found the script call.
You can check the HELP section for info.
From help$gameActors.isWeaponEquipped(type) will return a number based on the defined type
(type is the weapon type ID in the database.
0 if in the first equip slot,
1 if it's in the second,
2 if it's in both,
and -1 if in neither.
You can omit the type arguement and the function will return those numbers if their is ANY weapon is equipped in those slots.
$gameActors.isWeaponEquipped(type) that one right? I remember now why i chose your plugin actually... :D because it's well written and supports script calls. sorry for stealing your time. I will wait for the update of your demo and will write you a review directly if you like :)
regards and big thanks
afaryz -
Tried using this, but encountered this when I used a shop: https://drive.google.com/open?id=1JAgOPtRZT53D9iwMFC6j_VtBkc20gEZv
And this when I tried to open the menu: https://drive.google.com/open?id=1Vo6MCA_YdRDghGrmJYJzUF_2yChl8ltq -
@KawasakiNinja It is likely a compatibility issue with the menu editing plugins you are using. I'll see about changing the plug-ins behavior to remedy but it will take a little while.
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Edit: Just turned off all non-YEP plugins and still had this issue.
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You tried with a new game? Saved games sometimes will cause issues to persist.
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Ya I don't even have a save file for the game, still in the initial developments phase.
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Understood. I'll try to check it out asap.
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Ok, so fixed my issue. Your OP just gives links to the raw text of the script, not an actual .js file, so the name I saved it as wasn't MalDualWield, which I find looking at your update log is important.
However, it now has another issue.
https://drive.google.com/open?id=1p62EB3R_vcdX3IKZNvHOweLbdkNDg1kE
I can enter the main menu, the equipment menu, and the shop menu, but when I select "Equip" inside the equip menu, that error pops up.
Edit: I tried with removing the <Equip Slot: x> tag in the notes for the YEP equip core and still had the issue.
Edit 2: I moved your script above YEP Equip Core and it works now. Thanks for the script! :p
Maybe make a note that it has to be placed above YEP_EquipCore, and more clear that it needs to have the name MalDualWield. -
Found another conflict that required moving this up higher on the list. Needs to be above YEP_ShopMenuCore for the shop menu to work properly.
https://forums.rpgmakerweb.com/index.php?threads/solved-yep-shop-menu-core-comparison-window.113692/ -
Hi!
Great job here!
I was wondering how does "dataId" works exactly...
If I want to use a weapon that gives +2 attacks when subweapon, I'd use "subweaponTrait: 34, 1, 2"?
I know 34 is the trait code and 2 is the number of attacks.
But don't know what the "1" means a.k.a "dataId" xD
Thanks! -
@Pozinhofan
From the help file:
A method to assist with finding the code, dataId and value figures lies in the ShowTraitsInConsole param. Setting it to 1 will allow the console to print out an array of normal traits on an equipped item on the moment it is equipped.
(Press F8 to open the console by default.)
The array will list the traits in the order that they were added in the database. So if you need to know the values, just make a dummy/temp
equip with the traits you want and note what their values are via the console. -
@Maliki79
The problem is:
Whenever I try to open the console, it doesn't show the trait "34" being added, just the other ones.
Take a look!
ScreensF8 Console
Weapon's Note tag
I'm using a Sword with that trait and it's working well, but whenever I try to equip a dagger or bow with the same trait note, it won't work.
@Edit:
Ok, look what I found:
Whenever I use the Sword on the Main Hand AND the Bow/Dagger on the Off-Hand, applies the trait.
This is my dagger/bow's note:
<mainweaponTrait: 34, 1, 1>
<subweaponTrait: 34, 1, 1>
I want to apply the +1 atk even if they're equipped on the main hand.
Wasn't supposed to work?
And is there any way to reproduce the weapon's animation when they're using them? Because my character whether uses the sword's animation or the dagger/bow's animation.
Can they reproduce each one differently?
@Edit2
I've got 3 weapons:
Sword
Bow
Dagger
They have the same traits. Look:
SIMULATIONSimulation:
Sword + Sword = Double Hit --- Works
Sword + Bow = Double Hit ---Works
Sword + Dagger = Double Hit ---Works
Bow + Sword = Double Hit --- Works
Bow + Dagger = Single Hit --- won't work
Bow + Bow = Single Hit --- won't work
Dagger + Sword = Double Hit --- Works
Dagger + Dagger = Single Hit --- won't work
Dagger + Bow = Single Hit --- won't work
It looks like just the sword is working.
The sword is the first weapon in my database, while bow is the 2nd and dagger the third.
Sorry bothering you.
Thanks! -
In order to see the traits in the console, you must add the trait to the weapon in the database the way you do the normal traits (NOT via notetags.)
So add the added attacks trait to the weapon then start a new game. Once equipped, it should show the traits properly. -
I did it!
It always shows id 0. So I replaced it, but the problem stays alive.
I created 3 more swords to test the "sword" thing I told above.
So I've got 4 swords now:
The first one make all happens clean.
The 2nd won't make it work.
The 3rd won't make it work.
The 4th is a copy of the first one, and make all happens.
Any clue? They all have the same param/notes. -
Glad you kinda got it working.
I can't troubleshoot without seeing what you did. Please SS the weapon entries in the database so I can try to figure out what went wrong. -
Hi Maliki!
I managed to fix it!
It was missing <Replace Attack: x> in my notetags.
Its from a Yanfly's Weapon Unleash plugin.
So, in order to work, if you are using Yanfly's Weapon Unleash, you MUST use <Replace Attack: x> in your notetags. Otherwise, it won't reproduce the second attack.
Now it should work properly. You should give a note in the help file or main post to help other people who may have this problem as well.
Cheers! -
Hi. I tried to use the script call provided in the description of the plugin to check if there's a weapon in off-hand, yet it doesn't seem to work, because the variable didn't change. The working theory is, because I'm dumb and wrongly used the script call.. Anyway, could you... give me a hand?