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

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Started by ramza 171 posts Page 6 of 9 View original ↗
  1. @Waterguy Sorry for taking so long to get back to you on this.

    I just now realized what the problem was on your display thing. I didn't realize that on widescreen resolutions, yanfly's equipcore menu shows the param change next to the params. In a 4:3: ratio window, that text is not drawn because there's no room for it on the scene. At some point I should be able to make a quick edit to the menu extension plugin to correct the positioning of that text. Possibly early next week.
  2. ramza said:
    @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.
    Thanks that may possibly be it, since your plugin is at the bottom of my plugin list. I'll look into that possiblity and get back to you on it.
  3. @Waterguy The new version of the menu extension corrects this issue.

    v1.22 update:
    • Corrected a visual issue in YEP_EquipCore where the parameter change text for offhand weapons was incorrectly being displayed on the mainhand slot. This text only shows up on the equip scene if the resolution is wide enough for there to be space to display it. This screen is not wide enough to display this text on the default RMMV resolution, so the fact that it wasn't in the correct spot went unnoticed for a long time.
  4. Are there any known conflicts for the Menu Extension plugin? Am I doing something wrong personally? I can't seem to get separate hit/crit values for 2 different weapons in the Attributes tab of the YEP Status Menu. Any change to one shows up on the other (I have tested that the traits of each weapon stay separate in battle).
  5. There are some conflicts with other plugins that affect the parameter drawing in equipcore or status menu core, but generally those conflicts would cause the whole thing to crash or simply not change anything in the scene at all depending on load order.

    In this cause I've never heard anyone having this problem, and I know I'm not in my own project. The menu extension plugin should be loaded after all other menu-affecting plugins you have, as close to the bottom of your list as possible, to prevent as many conflicts as possible. Thi is the only advice I can give at this time.
  6. I've read through all of the posts, but don't see this mentioned, so I have no clue why I am running into this issue.

    I have a 'Plugin Test' project that I use whenever a plugin is not working correctly in my actual project. I am running this in that project. I only have 3 plugins in the project. YEP_BattleEngineCore and your two plugins.

    upload_2018-5-24_11-39-28.png

    When in a battle, I have 2 characters set up to dual wield, and 2 characters set up not to. The first round of combat runs just fine. The first 2 actors get both attacks in, and the last 2 actors get their single attacks in. However, beginning on the second round, everyone only attacks once.

    After the battle is complete, if you go to the equip screen, the 2 dual wielding actors are only holding one weapon, and you cannot select a second weapon any longer.

    Visible in this video.
  7. @Shinma I can't reproduce this issue. I made a new project, using one of those tiny deployments kicking around on the internet, which was appears to be running v1.5 of the core files, and it works fine with just those three plugins. Although I did notice a bug where dual-barehanding only strikes once (or was that even a bug? I don't remember now XD), and another problem where the offhand barehanded attack when the actor only had one weapon equipped did zero damage, but I think that had something to do with the damage formula.

    If your project is on 1.6.x that might be part of the issue, but I'm not really sure.

    How are you making your actors dual wield type? Part of the way mainhand and offhand attack damages are split is by removing the traits from one weapon and the other. If your dual wield type is being applied as a trait on one of those weapons, it's possible that when the traits are removed, the weapon is removed, and the traits aren't added back on to the now missing weapon, preventing you from re-equipping it, and causing your actor to no longer be able to dual wield after their first attack.
  8. Okay, I will dig in a bit and get back to you. Thanks for the quick response!!
  9. Okay, just because I had a little bit of time, I was able to reproduce the problem you're having, sort of.

    upload_2018-5-25_9-22-53.png

    By having the dual wield trait on the weapon in harold's main hand, the first time he attacks, he swings twice, but every time after he does not. The dual wield trait is removed from the weapon in his mainhand. When he makes the second swing with another weapon that also has this trait, it is also removed, causing his offhand to become empty. The traits are not returned to the weapon after the swings because my plugin doesn't see him as dual wielding during the second attack, and therefore, doesn't know there were weapon traits removed.

    After battle, this causes the actor to appear to no longer be dual wielding at all, and not be able to equip weapons in his offhand.

    To correct this problem, put the dual wield trait on the actor or class. Or if you're using YEP_AutoPassiveStates, a passive state.

    If it's on the weapon, it will be removed. If it's on the class or actor, it's there to stay.
  10. I am not where I can test it right now, but I know for sure that I had the trait on weapons, so this will likely solve my issue. Thanks!!
  11. 2018-06-06.png
    Pretty sure THIS isn't supposed to happen. I had to turn off Chrome's "Protect your Device" settings to download it the first time. (and promptly turned them back on for the sake of the screenshot)

    What could Chrome be finding that is even remotely dangerous?
  12. I honestly don't know, but I do occasionally get warnings like that when downloading any .js file. I haven't seen it actually delete one before, mind you.

    Nothing has been changed on the file in months, so it isn't a recent change on my end causing it.

    For now I can only assume it's a false flag, and at some point Google will discover whatever is causing it and roll out a security update or something.
  13. yup. Almost every time I download a plugin, instead of using save as, it gives this message. Sometimes it is just an ignorable warning with a button, others it is this.
    To undo the "deletion" you need to go to the downloads page of your chrome and click something there I forgot right now
  14. Aaand right away I run into problems.

    Plugin Setup until this plugin
    2018-06-06 (1).png

    Progression through the bugtest.
    2018-06-06 (4).png
    2018-06-06 (5).png
    2018-06-06 (6).png
    And this last one seems to happens regardless of which weapon slot I choose.2018-06-06 (8).png

    Proceeding to bugtest without the yanfly stuff for now.
  15. @Ultima01
    I haven't seen it happen where shields don't show up in the offhand slot.

    That being said, I think it could be a problem where instead of making an actor a dual wield type actor via trait, you simply changed their equipment slots using YEP_EquipCore to give them two weapon slots. While in theory, this should work, my plugin relies on them actually having the 'dual wield' trait, which can be placed on an actor, class, state, or equipment. I recommend the first three, as having the trait on a weapon has been shown to cause problems.
  16. @ramza

    I really haven't done anything to alter the equipment slots via notetags, so with this information, I'm going to hazard a guess that the plugin doesn't like the fact that YEP_EquipCore merely exists in my project.

    My apologies for the crappy response time.
  17. Ultima01 said:
    @ramza

    I really haven't done anything to alter the equipment slots via notetags, so with this information, I'm going to hazard a guess that the plugin doesn't like the fact that YEP_EquipCore merely exists in my project.

    My apologies for the crappy response time.
    You sure? And what about on the plugin parameters? The problem would be the same if it was done there.
  18. @Ultima01
    It isn't though. I specifically made this plugin with the YEP plugin suite in mind, as I use it myself without issue.

    Looking at your list of plugins in the first post there, I don't see YEP_EquipCore at all. I assume you have it loaded below the other plugins in that list, as the equip scene looks like the YEP_EquipCore scene, though. I have opened up my little test project, and messed with the plugin order and am still unable to reproduce this on my end. But I think just now I figured out why.

    I just rechecked my own documentation, and it doesn't look like I actually wrote this down anywhere, but the edit I made to the function Window_EquipItem.prototype.includes() made it so that it would show shields in equipment slot 1 (which is the second hand slot on your screenshot). The edit I made, however, only makes etypeId #2 visible on that list (if equippable by the user). Since I can see you've made changes to the default etypeIds already from your equip scene screenshots, I assume you've changed shield from it's default position of type 2:

    upload_2018-6-10_6-38-18.png

    Because this plugin expects shields to be only etypeId 2, it doesn't show them in your list.

    To fix this, either change them to slot 2 (like in the image above) or edit the following lines in my plugin:

    line 1058: if (this._actor && this._actor.isDualWield() && this._slotId == 1 && (item.etypeId == 2)){

    Change that bolded 2 with whatever slot you are using for your shields.

    That should do it.
  19. I've narrowed it down a bit more: when a weapon with higher crit is equipped in the main hand, it displays both weapons as having the higher crit value, but when it's equipped in the off-hand, neither displays the higher crit value. It works properly in combat in either slot, however.

    I'm using one other plugin that I figure could be causing a conflict, Galv's Weapon Prof:
    https://forums.rpgmakerweb.com/index.php?threads/galvs-weapon-proficiency.73160/
    but, I've turned it off and there isn't a difference.

    Would the exact nature of the issue at least help in addressing what COULD cause the problem? Load order, etc.? Thank you again.

    EDIT: I've also discovered that my critical hits aren't actually dealing increased damage. I can only imagine this is related, but I'm not sure of the cause of that problem either.

    EDIT 2: I've resolved that first issue, and discovered that apparently the status menu problem lies with using YEP_ExtraParamFormula (which adjusts the formula for how crit is calculated). I haven't modified the standard settings for the EPF plugin, though. I confirmed this in a fresh project.
  20. I'm not sure how the extraparamformula plugin plays into this, as my own plugin doesn't make any changes to how the actual crit rate is calculated. In YEP_StatusMenuCore, if you call one of params mhcri, it shows a value based on the following math:
    • detects the traits on the offhand weapon, saves them, and then removes them
    • Actors total calculated crit chance (which now has no value for the offhand weapon included)
    • displays the value above
    It never permanently removes the traits, as it uses a deepcopy for this purpose, and it never touches the actual calculation for how the total base crit chance on an actor is defined.

    The best I can say is to try placing the menu extension plugin below the YEP_ExtraParamFormula and see if that makes any difference. If nothing else, crit and hit chance should work the same way, as both of them go through the exact same process in my plugin.

    As for your crits not doing extra damage, do you have YEP_CriticalControl installed? That plugin lets you set a formula for critical hits that may be incorrect or not functioning.

    Also worth noting is that I don't personally use YEP_ExtraParamFormula, but I do use crit control.