- Joined
- Aug 2, 2017
- Messages
- 20
- Reaction score
- 1
- First Language
- English
- Primarily Uses
- RMMV
So, as the title says, I have an issue related to the way that dual-wielding and seal: shield interact, however, the 2-handed weapons part is taken care of. My issue is that I have a few weapons that I want to be able to use shields with, but not other weapons. What I've come up with is that I need to do one of two things. One: forcefully make the dual-wield trait revert to normal slot type upon equip; I could make this happen either with a state attached via Yanfly's autopassivestates, or a script call placed in tags within the weapon itself. The issue is that dual-wielding always takes precedence if things are competing within the engine (i.e., even if you have three things saying 'normal,' one thing saying dual-wield will always win, and the character will dual wield) hence the need for a script call.
Failing that, I am using Yanfly's equipbattleskills plugin as well, and dual-wield will always be enabled via an equipped skill. If I could add a script call to remove that skill upon equipping the weapon, I would also have my fix.
I'm using a boatload of Yanfly plugins, as well as Ramza_DualWield and Waynee's WAY_RestrictEquipSlots (the latter two specifically to manage the dual-wielding 2-handed weapons issue).
Failing that, I am using Yanfly's equipbattleskills plugin as well, and dual-wield will always be enabled via an equipped skill. If I could add a script call to remove that skill upon equipping the weapon, I would also have my fix.
I'm using a boatload of Yanfly plugins, as well as Ramza_DualWield and Waynee's WAY_RestrictEquipSlots (the latter two specifically to manage the dual-wielding 2-handed weapons issue).
