Maliki's Dual Wield ver 2.3c

Moo

Veteran
Veteran
Joined
Jun 27, 2016
Messages
56
Reaction score
75
First Language
fr
Primarily Uses
N/A
Thank you for reply quickly !

I download the version of the first page of this post, it's good ?

Finally i find a way with the common event and simply with the base system of chrono engine, but... It's will be the top of the top :) if your plug-in work with chrono engine !

If shield is not a "shield" type that probably can't work with it, perhaps by add some code but.. I'm not dev, don't worry I find an other way if it's not possible.

Bye and thank for reply.
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
Post the link to the other plugin and I will see about making a shield patch.
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
Ok. I won't worry about it then.

Take care and good luck.
 

Moo

Veteran
Veteran
Joined
Jun 27, 2016
Messages
56
Reaction score
75
First Language
fr
Primarily Uses
N/A
Thank you, the RPGm community is very cool, and reactive, but i don't want you lost time because I think that the Mog tool map system probably can't work with two weapons also, in this state perhaps if he make updates or add a "two hand" system, and I just see that Shield is just a part of problem :)

I will use a simple system, I make classes that can or cannot equip shields, for some of classes I add items like focus, totem etc.. who are like shields and allow guards, it work fine for now !

Bye and thank for sharing your work.
 

Arise

Veteran
Veteran
Joined
Aug 31, 2016
Messages
131
Reaction score
18
Primarily Uses
Hello! Thanks for this plugin! Is awesome because it lets me equip two weapons, instead of a single one.

I have only a single problem so far, it seems the Optimize is placing a weapon tagged with <mainWeaponOnly> in the second slot. Manual placing weapons does not allow for this, but the Optimize is flawed.
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
I'll look into the issue as soon as I can.
 

Arise

Veteran
Veteran
Joined
Aug 31, 2016
Messages
131
Reaction score
18
Primarily Uses
I think I "fixed" it after also adding <handnshld> tag to the actor.

This is how I have everything configured so far, if anyone else would like a dual weapon configuration for their game:

So actor has <handnshld> tag and Slot Type: Dual Wield.
First weapon has: <mainWeaponOnly> tag.
Second weapon has: <shld> tag.

Actor class is using tags like from YEP_EquipCore.js:
<Equip Slot>
Main Weapon
Main Weapon
...
...
...
</Equip Slot>


And in Types tab I have Main Weapon and Secondary Weapon on first two positions.
The plugin seems to overwrite (this is ok with me) the second element in the list (Secondary Weapon) with the Off Hand weapon from MalDualWield.js plugin.


For calculating attacks I'm using <damage formula> tags from YEP_DamageCore.js to calculate damage based on the weapon used.
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
Glad you found a workaround.
I was able to find and (hopefully) fix the optimize issue.
Feel free to redownload the plugin to apply the fix.
Thx
 

Arise

Veteran
Veteran
Joined
Aug 31, 2016
Messages
131
Reaction score
18
Primarily Uses
Thanks!
Tested and seems to work without <handnshld> tag for the actor.
 

tito

Villager
Member
Joined
Dec 6, 2017
Messages
18
Reaction score
5
First Language
Portuguese
Primarily Uses
RMMV
I get this issue every time I click on 'Equip':
"TypeERROR: Cannot read property 'setObject' of undefined".
https://ibb.co/gMD5pT

Can anyone please help me? @Maliki79 ?


 
Last edited:

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
It is likely a conflict with other plugins. What other equip related plugins are you using?
 

RespectWomen

Acoustic Child
Veteran
Joined
Apr 24, 2018
Messages
57
Reaction score
14
First Language
English
Primarily Uses
RMMV
@Maliki79 I started getting the same error as the guy above.



edit: figured it out...stupid mistake, but i could have sworn it worked below yanfly equip before.
 
Last edited:

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
I'll look into it.

Edit: Glad to hear you got it working.
 
Last edited:

Izimori Anahuyu

Villager
Member
Joined
Feb 3, 2013
Messages
24
Reaction score
2
First Language
Canadian
Primarily Uses
RMMV
"(Optional) You can tag any weapons with <OffhandAdjust: x> with x being a number. This will allow the specific weapon to use the given value instead of the default."

… What exactly will it use the given value for? What is it that this is adjusting?

Do I need to do anything to use the sicript in a commercial game?
-----------------------------------------------------------------------------------------------------------------
Less important question:
Also, is it possible to make it so weapons\armour with type 'None' to be equiped by all actors\classes?
Or allow enemies to equip 'None'-typed weapons\armours to augment their stats - e.i. three incubi, but the troop event box gives one of them a rusty axe, which has no weapon type, and is unequipable by the player - even if they obtain it - unless they cheat.
 

Afaryz

Veteran
Veteran
Joined
Jun 29, 2018
Messages
57
Reaction score
13
First Language
German
Primarily Uses
RMMV
Hey,

I tested the plugin out and it works really well. Well done!

However one problem I got is, that even if I use a Shield (with the shieldnotetag and as Weapon[thats correct?]) The system thinks I dual wield. Because of that the default Animation occurs with the double hit. Is that on purpose or did I something wrong?

regards Afaryz
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
It was probably an oversight on my part. I'll revisit this plugin and correct that.
 

Afaryz

Veteran
Veteran
Joined
Jun 29, 2018
Messages
57
Reaction score
13
First Language
German
Primarily Uses
RMMV
It was probably an oversight on my part. I'll revisit this plugin and correct that.
This would be great! Your Plugin fits very well in my needs for my project :)

regards

Afaryz
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
647
Reaction score
246
First Language
English
Primarily Uses
N/A
Hmmm... The first thing that comes to mind: Does the shield have a default weapon animation set? If you don't wanna see one, it should be set to none in the database.
If you still see the error, let me know.
 

Afaryz

Veteran
Veteran
Joined
Jun 29, 2018
Messages
57
Reaction score
13
First Language
German
Primarily Uses
RMMV
Hmmm... The first thing that comes to mind: Does the shield have a default weapon animation set? If you don't wanna see one, it should be set to none in the database.
If you still see the error, let me know.
U got dayum right, that was the problem! Mybad...

thanks for the fast reply. I will also check your other cools plugins and the demo of calibur :)

regards Afaryz

Edit:

Is there a conditional branch script for the Offhand? I mean something like if character has offhand change picture or something like that.
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Have fun with English: a "fire grenade" is not portable napalm but a fire extinguisher tool.
2 days ago someone tried to convert me to Islam. Today youtube tried to convert me to Catholicism. The only thing left would be to meet sone Jehova's witnesses.
I just successfully tested changing music by region, and changing it between continents on the world map after getting on/off the airship. I had to override the default audio transitions with eventing to make it change smoothly but it worked.
Stream will be going live shortly with some more Witcher 3, then we will switch to another game! Feel free to drop by~
Finally scripting out the story after WAYYYYY too long of having 0 idea of how to approach said scripting.

Forum statistics

Threads
93,415
Messages
912,159
Members
122,922
Latest member
SmeeDucks
Top