Hmm, not sure where this is breaking for me, but when I make a character dual wield two different elemental weapons (Fire and Ice swords), when used with Yanfly's Element Core, an enemy designed to absorb fire, and take damage from ice is healing off both weapon swings.
I've tried sliding this plugin all over the load order, but can't seem to find a fix.
Ramza's new and Improved Dual Wield Plugin -=UPDATED April 3 2019=-
● ARCHIVED · READ-ONLY
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@Omnivance That is a remaining shortcoming of the plugin.
While it does split damage between different weapon swings, any traits that either weapon has will continue to apply to the swings of both weapons. In your case, because both weapons confer an element, both swings will have both elements. If one weapon had a +90% crit chance, and the other had a normal crit chance, both weapons would have a 90% crit chance.
I have toyed with a couple of ways of fixing this, but I haven't had the time to look into it very well yet. This will be fixed in a future update, though when that update comes isn't nailed down yet. -
All good, no way i'm going to complain about a free plugin! My game's still in the very early stages, so I've got plenty of time to wait.
If it helps, the dual wielding plugin for Victor Engine (https://victorenginescripts.wordpress.com/rpg-maker-mv/dual-wield/) Seems to have separated the weapon elements, but it has some Yanfly incompatibilities, namely weapon animations. I don't know if it might be a good reference to look under the hood, and see how he overcame it? -
Good news! I have updated the plugin to v2.40 with the following updates:
- The plugin parameters for the weapon modifiers have all been changed so that they can be javascript evaluations. This makes it so that the modifiers for twohanding, dual wielding, or offhanding a weapon can be more variable in game, based on states, variables, switches, skills known, current classes, or just about anything else you can think up.
- Traits on the offhand weapon no longer apply at all to attacks made by the mainhand weapon and vice versa. This means that if one weapon has a high crit rate, the other weapon's crit chance is unaffected by it. Or if one weapon had a special element, both attacks will not assume that element.
- Corrected an issue where offhand crit and hit % would show a NaN value if the mainhand weapon slot was empty.
- Corrected documentation issue where mainhand and offhand crit shortcodes were incorrectly documented as mhcrit and ohcrit respectively, when they should be mhcri and ohcri.
- Added compatibility with the above change to weapon modifiers
- Added plugin parameters to show split hit and crit % exparams on the attributes scene for YEP_StatusMenuCore. Use mhhit, ohhit, mhcri or ohcri in the plugin params of that plugin to show them on the scene.
- Added plugin parameters to change the long names of the added exparams on that scene.
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What's wrong with my attack command, my character attacks 4 times when using two weapons and having dual wield?
Code:<Cast Animation: 0> <setup action> display action immortal: targets, true </setup action> <target action> if user.attackMotion() !== 'missile' move user: targets, front, 20 else perform start end wait for movement dualwield action: 6 motion attack: user wait: 12 attack animation: target wait: 4 action effect: target wait for animation </target action> -
The problem is that the plugin automatically duplicates your <target action> section if the skill being used is your basic attack skill.
So it's attacking four times because you've told it to duplicate the last 6 actions, which is then being duplicated again. Take out the 'dual wield action: 6', and it will be normal. That action is only needed for skills that are not being used as your default attack skill. I have found that weapon unleash skills that are replacing the attack command also do not need the tag, as they will also automatically duplicate the target action section. -
Okay, but now my character turns around and hits from their back on 2nd blow.
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Tuomo L is already aware of the fix for this, as I addressed it in discord with him earlier, but I will still post possible solutions to this in the thread so anyone else with this problem can resolve it.Okay, but now my character turns around and hits from their back on 2nd blow.
The issue he's describing here is a weird bug in the action sequence plugin that I haven't been able to fully solve. Because the target section is being played twice, we have two separate commands to move to the target front location. After the target is hit the first time he flinches, moving him back a small amount. This changes the position of the point that the move command has set the battler, so when the second swing happens, he moves again to target, front. Because the move distance is so small, somehow, he also ends up turned around backwards, causing the second attack to be performed while facing away from the battler.
The easiest way to resolve this is to perform move actions in the setup section, so they are not repeated. An alternative fix would be to add a "face user: target" before and after the move action, but according to testing by Tuomo L, this makes the attacker spin around backwards during the move anyway.
I think the issue stems from the new move point being only 24 pixels away from the last location of the battler, placing it possibly within the frame of the battler being moved, which in turn, causes a check to determine which direction the battler needs to face to show that the new point is further to the right on the screen than the left edge of the battler sprite frame.
Also worth noting, that the fix only needs to be applied to the attack skill, and any other skill you have that could replace the default attack skill as a weapon unleash. This is because the default attack skill will repeat the entire target action section, while an actual dual wield skill (with the dual wield action: x tag) will only repeat the actions you specify, so it won't repeat the move actions unless you tell it to. -
Kinda new to this but does this work with scripts that modify weapons (making them use different skills instead of normal attacks)?
I've been doing a bit of testing on my own and noticed that if I had two weapons:
Weapon 1: Grants 100 Atk and Uses a skill that attacks once for 100% of Atk
Weapon 2: Grants 100 Atk and Uses a skill that attacks 4 times for 25% of Atk
Then the actor attacks with the main hand weapon (in this case, Weapon 1)'s skill twice ?
(also it deals 200 damage per attack instead of the 100 damage that each weapon is supposed to deal)
Any ideas on how to fix? >.< -
The weapon unleash plugin is unfortunately not very compatible with my dual wield plugin, or dual wielding in general, try using it with the weapons as described without my plugin and you get only the unleashed skill of the mainhand weapon.
I haven't really looked into making it compatible, and I'm not sure if I ever will. -
Sorry for only talking again now after so long, just now was able to get my project back to a point I could test it (long story... protip: always backup).
And I noticed that it seems to work perfectly if you got two weapons equipped, a weapon and a shield... even if you have nothing in both hands...
But if you set a weapon in the mainhand and nothing in the offhand, the actor still seems to make a second attack...
Also, is there a way to check if I have a weapon equipped in the offhand? a script call or something? I wanted some skills to be only one-handed and some only dual-wielding... -
Sorry for only talking again now after so long, just now was able to get my project back to a point I could test it (long story... protip: always backup).
And I noticed that it seems to work perfectly if you got two weapons equipped, a weapon and a shield... even if you have nothing in both hands...
But if you set a weapon in the mainhand and nothing in the offhand, the actor still seems to make a second attack...
Also, is there a way to check if I have a weapon equipped in the offhand? a script call or something? I wanted some skills to be only one-handed and some only dual-wielding...
There is no built-in way to fix your first problem yet, as this was actually a feature of the plugin, I coded it specifically to make a dual wield actor attack with a bare-hand as an off-hand weapon when he has only one weapon equipped. This was to emulate the same sort of system used in a game like Final Fantasy Tactics, where the PCs always attack with their offhand, even when it's empty, if you've equipped the dual wield skill.
I may add a toggle in the plugin parameters to change this default behavior in the future, but I'm not sure when I will get the time to be able to do that.
The good news is though, that the answer to your second question can actually be used to solve your first one, as well, in a hacky kind of way, anyway.
You can use an if condition to check if the actor has an item in their offhand with (actor.equips()[1]). If this check is true, the actor has something in his offhand, so if it's false, you know his offhand is empty. Of course, it will also return true if he's using a shield, so you'll need to do a check for that as well.
In either case, however, you can use YEP_AutoPassiveStates to make the disable state from my plugin's parameters passively apply to anyone who is dual wield type, but not using a weapon in their offhand using the following note tags:
Code:<Custom Passive Condition> if (user.isDualWield()) && !user.equips()[1]) { //user is dw type and has nothing in offhand condition = true; } else { condition = false; } </Custom Passive Condition> -
Oh...
I can understand that.
Thanks for the code then!
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@ramza sorry, but I had to edit it. I found a problem with your menu extension.
Well, two problems when using SRD's EquipCompareUpgrade and two when not.
It is... one obvious and one not so much.
With ECU:
The obvious... it stopped showing the main and offhand attack as separate for dual-wielding actors.
The not-so-obvious... it is showing for non-dual-wielding actors... if the weapon has a bonus to max mp. and it is covered by a second showing of attack.
Without ECU:
The obvious... main and offhand are showing even when the actor is not a dual-wielder.
The not so obvious: bonus to offhand (the +2, for example) is being shown on the main hand.
The ECU problems are understandable, since it isn't exactly your plugin anyway, but the ones without... yeah, you'll need to take a look at them. -
@Waterguy Apologies for not responding sooner, the forums don't send a notification when I get @'d on an edit, it seems.
I'd reckon the ECU stuff is probably a result of my messy menu edits, where I directly added text to the scene instead of using more edit-friendly methods. Changing plugin load order might resolve it, though I'm not certain, as I've never used that plugin. Looking at the website (and video) for it, though, seems to show me that you can specify which stats to show as plugin parameters in those windows, in which calling user.MHCalc(), or user.OHCalc() should correctly put in the right values for main and offhand attack values. Also worth noting is that because my plugin outputs split damage in the menu scene, you might need to set 'atk' to 'MHCalc()' to have it show the correct value in the first place with this plugin.
I'm not sure what you mean by it showing for non-dual wielding actors. If you mean the stat changes show on weapons they can't even use, it might have something to do with a function I overwrote to ensure that offhand weapons only show up in the offhand slot. If his plugin also changed the function, it probably overwrote my change, meaning that load order might fix it as well.
Without ECU:
I'm not entirely sure what you mean by the first point. If you mean the params window on the equip scene is also showing offhand attack value with a '---' as the number? This is how the plugin is meant to be.
If you also have my shield block plugin, this param slot can be re-purposed to show block % instead of offhand attack. If you're actually showing an attack value in that slot, I'm not sure what could be causing that, as the non-dualwielding actors should always show '---'.
Your second point is also... strange. As non-dual wielding actors should be unable to equip weapons tagged 'offhand', there should be no way for you to see the damage boost of an actual offhand weapon on the mainhand atk value. Since weapons shouldn't show up in the equippable item list for the offhand at all if the subject isn't a dual wielding actor. You'll have to be more specific with what you mean here, possibly with a screenshot. Thanks. -
well, I'll focus on without ECU... Let's hope doing what you said solves it (changing the order gives an error though)
If you're supposed to see offhand as '---' then my first point is null. For the second point...
As you can see, despite the weapon being offhand the (+3) is on the main hand...Spoiler -
If you equip that weapon in the offhand, does the mainhand attack actually increase by 3, or does it stay the same? If the actual attack value doesn't increase, it's a display problem with the menu extension, (a weird one to be sure) if not, it could be several other things depending on various other plugins.
- It could be the dualwielding damage bonus/penalty being applied by my plugin
- It could be bonus parameters being added by YEP_EquipCore via note tag on the weapon
- It could be bonus parameters being added another way, via passive state on the weapon, or on the actor
- It could be bonus params being added by another plugin entirely, like a barehand plugin added damage to fist weapons.
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oh, it stays the same. as far as I could tell at least. it is probably the menu extension. but, you know, the bonus message is in the wrong box, so I thought I should tell you
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Yeah, I'm using your Dual Wield plugin along with Yanfly's Action Sequences, but when I have the dual wield plugin on (even if it is not currently in
use) the camera gets.....weird.
Without Dual WieldWith Dual Wield -
See? So, maybe you could do a fix or something on this, or tell me if there's something I'm not seeing here. Awesome plugin, by the way.
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@Ungragu I can see the slight zoom difference in your screenshots but I have no idea how my plugin could be causing it.
The only thing I can think of is that I alias part of the action sequence plugin, so if you have another plugin that made changes to the zoom levels or something, my plugin might ignore those changes. This is pure speculation though, since that's the only real interaction with camera functions my plugin can reasonably have.