Timerox

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I am using Yanfly's plugins along with Ramza's dual wielding plugin for this interaction. When I have my actor duel wield weapons of different elements. They attack twice with each attack using each weapon. For example, if my actor is using a torch in the main-hand and a lightning dagger in the off-hand, the first attack plays a fire hit animation and does fire damage, and the second hit plays the thunder slash animation and does thunder element damage. The issue is when I have my actors have 2 of the same weapons, it removes the elemental aspect and only does normal damage with the correct animations. Although the issue doesn't occur if I have 2 different weapons that have the same element. Only when its 2 of the same weapons and elements equipped, the attack element cancels out or something.

All Plugins->
all plugins 1.PNG1673233558350.png

For the basic attacks, I'm using weapon unleashed plugin to have each weapon preform it's own "basic attack" to help with row formations. For melee, instead of the normal attack, it's using->basic attack for melee.PNG

Weapon example->
weapon.PNG


I don't know what information is needed to get a better understanding, so let me know if more info is needed.
 

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ATT_Turan

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You've cropped your screenshots so that we can't see some of the database information. Is the Physical Melee skill screenshot the skill 78 that's referenced by the Torch weapon? If so, I don't see what in there would give it any fire animation.

Have you done any basic troubleshooting already? e.g. disabled just Ramza's plugin? Messed with the action sequences so you can tell exactly which skill is being used?

It doesn't sound to me like it's got anything to do with the attack element, but rather that the Replace Attack isn't happening when you have the same weapon twice (which is still unexpected).
 

Timerox

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You've cropped your screenshots so that we can't see some of the database information. Is the Physical Melee skill screenshot the skill 78 that's referenced by the Torch weapon? If so, I don't see what in there would give it any fire animation.

Have you done any basic troubleshooting already? e.g. disabled just Ramza's plugin? Messed with the action sequences so you can tell exactly which skill is being used?

It doesn't sound to me like it's got anything to do with the attack element, but rather that the Replace Attack isn't happening when you have the same weapon twice (which is still unexpected).
Yes, the physical melee skill screenshot is the skill 78 that's referenced by the Torch weapon. My understanding is the animation being set to "Normal Attack" makes the animation follow the attack animation set by the weapon which would be the "Hit Fire" animation. I've confirmed it as the Attack button when holding both torches, it show's "Physical Melee" and it can't be used if the actor is in row 3-4, but works when in row 1-2 as it was intended to. Maybe the dmg calculation changes to the normal attack, but it would still do attack element dmg right?
A screenshot showing the skill, but with more info->more skill variable.PNG

When turning off Ramza's plugin, it does one attack WITH the elemental damage, but the plugin makes the actor attack 2 times using the different equipped weapons and a little damage reduction to make sure duel wielding isn't too op, which is something that I find more favorable than a single attack. It might be the way the plugin calculates damage, but I don't know enough about java script to understand how it changes/ if at all the damage calculation with 2 of the same attack elements of the same weapon.

Some images showing an actor equipping the torches and it showing the physical melee skill instead of Attack. It shows the same thing when I equip a different weapon and works as intended. Just not with 2 weapons of the same attack element.
test 1.PNGtest 2.PNG

I ran some tests to see if it was just the attack element and found out that the attack state isn't applied also when using 2 of the same weapons. I gave a dagger the attack state of knockout that insta-kills enemies, but having 2 of the same weapon equipped makes that void and it still plays the attack animation set by the weapons, but the dmg is normal and unaffected by the traits it seems. The state applies when Ramza's plugin is disabled.

I don't think I used the action sequence plugins for these moves, so I don't believe it had an impact on what's going on.
 

ATT_Turan

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Yes, the physical melee skill screenshot is the skill 78 that's referenced by the Torch weapon. My understanding is the animation being set to "Normal Attack" makes the animation follow the attack animation set by the weapon which would be the "Hit Fire" animation.
You're correct, I missed that setting.

My only other suggestion would be to disable the weapon unleashed - does it function this way using the default Attack skill?

It does sound like something weird is happening inside the dual wield part, I'd suggest @ramza give this a read through and see if he has any thoughts.
 

Timerox

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You're correct, I missed that setting.

My only other suggestion would be to disable the weapon unleashed - does it function this way using the default Attack skill?

It does sound like something weird is happening inside the dual wield part, I'd suggest @ramza give this a read through and see if he has any thoughts.
I disabled the weapon unleashed plugin and the same thing occurs when I use the default attack skill. I'll see if I can get Ramza to view this thread.
 

ATT_Turan

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I tagged him in my previous post - he's usually pretty responsive.
 

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Hello there.

It appears you're not using YEP_ItemCore, which means your weapons are not independent items. You're also using an older version of my Dual Wield plugin.

Version 2.70 fixed this bug:
* v2.70
* -Corrected an issue where wielding two of the exact same weapon, without
* using YEP_ItemCore's independent weapons function would cause both weapons
* to ignore all of their traits during battle, which resulted in even effects
* that should have had a 100% chance to happen (like a status effect) not
* happening, and hit % and crit % being much lower than expected.
Update to the latest version and the problem should go away.

Edit:
Also, dual wield should be loaded with your battle plugins, in the same section as the action sequence packs, towards the bottom, not at the end of your plugin load order as you have it. While this isn't causing your problem, it is likely to cause some other problem later.

Also, WeaponUnleash doesn't work with my dual wield plugin very well. All unleashes will come only from the main hand weapon, and probably won't cause a second hit at all, unfortunately.
 

Timerox

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Hello there.

It appears you're not using YEP_ItemCore, which means your weapons are not independent items. You're also using an older version of my Dual Wield plugin.

Version 2.70 fixed this bug:

Update to the latest version and the problem should go away.

Edit:
Also, dual wield should be loaded with your battle plugins, in the same section as the action sequence packs, towards the bottom, not at the end of your plugin load order as you have it. While this isn't causing your problem, it is likely to cause some other problem later.

Also, WeaponUnleash doesn't work with my dual wield plugin very well. All unleashes will come only from the main hand weapon, and probably won't cause a second hit at all, unfortunately.
Thank you! I updated to a more recent version and the issue was resolved! I reordered the plugin under the sequence packs towards the bottom. And with the weapon unleashed, it seems to be working as intended for now as I just need the basic attack to change for the rows so as long as I don't make an actor have the ability to have 2 different one handed weapons with different attack replacements, I think I should be fine. I'll see how it goes and make changes if it doesn't work out. Thank you again!
 

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