Ramza's new and Improved Dual Wield Plugin -=UPDATED April 3 2019=-

● ARCHIVED · READ-ONLY
Started by ramza 171 posts Page 4 of 9 View original ↗
  1. I already gave you a way within the current parameters of the plugin to prevent an empty offhand from being used as a weapon. Is the issue here that it is still displaying an attack stat for the offhand after you've used that method to disable it?

    I am unlikely to make this a configurable option, as barehanded offhand attacks were actually one of the main focuses of the plugin, as my original version couldn't do them properly.
  2. Thank you for the command, the code works well. These are just suggestions for future plug-in updates.:rwink:
  3. I've just tested your plug-in using the standard "first-person" battle view and the off-hand weapon animation is not mirrored (so, equipping two daggers doesn't appear as causing an "X" hit, but two "/" in sequence.

    Is that intentional? I'd rather having the off-hand animation flipped, if possible.
  4. @Fermmoylle It actually is intentional... sort of. I honestly never accounted for people wanting it to do that, nor for people using this in front view, and I have to admit, not only am I surprised it works at all in front view, but on first reading this, I couldn't for the life of me figure out why anyone would need this in the front view system.

    Then I remembered all that neat damage splitting stuff I put in. XD

    Anyways, without modification, the plugin will not play a mirrored animation. However, you should be able to apply a pretty simple patch to get around this, until I make an update to officially support it with fancy plugin params, and whatnot.

    Just paste the following code into a blank .js file, and import it into your plugin manager anywhere below my dual wield plugin:

    Code:
        Window_BattleLog.prototype.showActorAttackAnimation = function(subject, targets) {
            this._animationSubject = subject;
        if ((subject._numAttacks === 0 && !subject._mainHandLocked) || subject._offHandLocked == true) {
                this.showNormalAnimation(targets, subject.attackAnimationId2(), true);
            } else {
                this.showNormalAnimation(targets, subject.attackAnimationId1(), false);
            }
        };

    This is a function I overwrote to prevent both battle animations from playing at the same time, with one of them mirrored, this will force the offhand animation to be mirrored, as requested, but leaves everything else about the plugin (split attacks, split damage, etc) the same as it was.
  5. ramza said:
    Just paste the following code into a blank .js file, and import it into your plugin manager anywhere below my dual wield plugin:
    Nope. Didn't work. No error messages, no nothing. Plug-in still splits damage, but the animation was not mirrored.
  6. I just tested it out myself, and it seems to work for both frontview and side view battle modes. The only way I can see it not working is if you haven't put it below my dual wield plugin on the list (or have multiple copies of it imported at the same time). It could be a conflict with another plugin, but if something was interfering with this patch, the plugin itself probably wouldn't work at all.
  7. Still doesn't work. No other plug-ins active during testing (the screenshot was taken previously to seeing your attached file, but the results are still the same).
    I don't know what's wrong here... EOo5c
  8. This adds an extra layer of confusion to the issue, as this plugin should cause an immediate crash if you don't use YEP_BattleEngineCore, which is not visible in your list.

    upload_2017-11-4_20-42-2.png
  9. ramza said:
    This adds an extra layer of confusion to the issue, as this plugin should cause an immediate crash if you don't use YEP_BattleEngineCore, which is not visible in your list.
    Oh, I haven't included that plugin... So... Why is it not crashing?
  10. I honestly don't know how it could be not crashing. This is the opposite of the problem I usually have. Try re-downloading the plugin? Maybe? I'm honestly out of ideas here.
  11. Well, I've just included YEP_BattleEngineCore and everything started working as it should. So far, all I can tell you is the lack of Yanfly's plug-in caused the mirror issue (btw, it mirrors the side-view using your add-on too), but nothing beyond that.

    Thanks a lot. :)
  12. I think the menu extension incompatible with SRD's equip compare upgrade because it causes a crash when I have that enabled.
  13. @Tuomo L it is not, I have both on my game. Try changing their order.
  14. @Tuomo L Without knowing what the crash error is, I have no way to know what the problem is, or how to fix it.

    As @Waterguy says, though, load order can be important for plugins that affect the same scenes. If you're stillhaving problems, take a screenshot of the error you get, let me know exactly what you were doing when it crashed, and be as specific as possible, and press f8 on the crash window and copy all of the debug text out of that window onto here so I can track it down.

    Being specific will help me track it down much more quickly. If it crashes when you select an equipslot to equip a new item, versus when you open the equips menu, versus when you select an item to equip will have very different issues that need sorting out, as an example.
  15. This thing is confusing.

    My character uses Rapier Mainhand and Crystal Offhand as weapons.

    Rapier gives ATK (Attack) only.

    Crystal gives MAG (Magic) only.

    I definitely do not want my weapon attacks get divided when I use both of those ratios on a single skill and also I need a way to reliably use animations.

    Rapier animations are like thrust icons.

    Then the actor jumps backward and uses the crystal.

    Since the actor jumps a location based on the enemy's location, I can use projectile-like animations with Crystals without actual projectiles.

    Rapier side is ATK only while Crystal projectile is MAG only. I am thinking for ages to make it work and I would really like a guide.
  16. fireflyege said:
    This thing is confusing.

    My character uses Rapier Mainhand and Crystal Offhand as weapons.

    Rapier gives ATK (Attack) only.

    Crystal gives MAG (Magic) only.

    I definitely do not want my weapon attacks get divided when I use both of those ratios on a single skill and also I need a way to reliably use animations.

    Rapier animations are like thrust icons.

    Then the actor jumps backward and uses the crystal.

    Since the actor jumps a location based on the enemy's location, I can use projectile-like animations with Crystals without actual projectiles.

    Rapier side is ATK only while Crystal projectile is MAG only. I am thinking for ages to make it work and I would really like a guide.
    I think you can use something like
    Code:
    a.isSecondAttack() ? a.mat*4-b.mdf*2 : a.atk*4-b.def*2
    as the damage formula to make it only use the atk on the first attack.
  17. @Waterguy Could you give a full action sequence example of it so I can slightly alter it for other skills?

    When I do it my way it attacks 4 times or weapon animations get mixed. (Water sword, Fire crystal and water animation happening with fire crystal animation)

    Oh, and it seems a little less likely since I use Armor Scaling. Each point in DEF and MDF give %0.1 damage reduction. The formula is something like a.atk * 2 and nothing more. If I put that, would it take the new armor scaling into consideration?
  18. You can hook into the variable that function calls and modify it directly to set which weapon a skill is using. This isn't really an intended feature, but if you eval in the code
    eval: a._numAttacks = 1
    the next attack animation will be with the offhand (and possibly might even deal the right damage with the example given by @Waterguy above.

    So since you asked for an example, I'll see what I can do.
    <Setup Action>
    display action
    camera focus: user
    zoom: 200%
    wait for camera
    cast animation: user
    wait for animation
    </Setup Action>
    <Target Action>
    wait: 20
    motion attack: user
    wait: 10
    camera focus: target, 5
    wait for camera
    action animation: target
    wait for animation
    action effect: target
    wait: 20
    </Target Action>
    <Finish Action>
    clear battle log
    reset zoom
    reset camera
    perform finish
    wait: 10
    </Finish Action>

    The above sequence is pretty basic. Target runs to enemy, swings, does damage, returns to start. If this was your attack skill sequence, the same thing would happen, except the target section actually plays twice, with the second motion attack: user showing your offhand weapon. If we assume that this isn't your attack skill, and it is just an ordinary skill, my plugin will have absolutely no effect on this particular sequence. It will hit once, and only show the main hand weapon. If we change the sequence so that it contains two 'motion attack: user', it will alternate weapons automatically. It is worth noting that damage splitting will not happen on this skill even though it shows two different weapons, because this skill isn't tagged as a dual wield skill.

    If we change the sequence as follows:

    <Setup Action>
    display action
    camera focus: user
    zoom: 200%
    wait for camera
    cast animation: user
    wait for animation
    </Setup Action>
    <Target Action>
    wait: 20
    eval: user._numAttacks = 1
    motion attack: user
    wait: 10
    camera focus: target, 5
    wait for camera
    action animation: target
    wait for animation
    action effect: target
    wait: 20
    </Target Action>
    <Finish Action>
    clear battle log
    reset zoom
    reset camera
    perform finish
    wait: 10
    </Finish Action>
    The single attack shown in the sequence will now be for the offhand weapon. If we add a second motion attack it will alternate between the offhand and mainhand weapons. If we use this sequence for your normal attack, it will never show the mainhand weapon, because the plugin is designed to redo the entire target action part of the sequence, which will force it to show the offhand forever.

    We can use that eval command to specify when to show the offhand and when to show the mainhand though, so that's pretty much what you need. Use it well.
  19. Oh, it is indeed awesome. For attacks, is there a way to prevent this to happen? I will send you the reason in a private message.
  20. I made a small patch to remove the bit of the plugin for duplicating the basic attack target action section for @fireflyege . I'm not sure how useful it is to anyone else, but I might as well share it here in case.

    Just import the attached file into your plugin manager below my dual wield plugin. This will remove the automatic addition of a second swing to your basic melee attack action.