Maliki's Dual Wield ver 2.5

Maliki79

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The tag <subweapononly> disables the attack animation. There aren't an other real restrictions that come to mind. The <shld> tag only forces an equip to be equippable only in the off hand. Nothing more. Adding the element to normal physical attacks and skills should be simple to do. I'm not as sure about adding states.
 

Deagron

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So it disables only the animation, right ? Meaning the weapon (shield or arrow) would technically still do damage ?
Then maybe the 'inflicting State' trait could still work ?
 

Maliki79

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It should work. There's nothing in my plugin that would automatically prevent it.
 

Deagron

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Yeah, inflicting status works correctly.
Is there a way to disable shields when my actor equips a bow, so he can only choose between the different arrows ?
Like Final Fantasy 12 where when you equip an ammo-using weapon, it forces you to choose an ammo
I would just like to have the shields locked when choosing a bow, if it is possible without altering the plugin. I have another ammo-using weapon type too in case it changes your answer
 

Maliki79

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You can add a equip type seal to the bows that restrict everything except arrow type equips.
 

Deagron

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Problem is the seal is only for equipment slot in vanilla RMMV, not equipment type
Or perhaps I missed something ?
 

Maliki79

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I'll look into it

Updated to version 2.5.
@Deagron, go ahead and redownload the plugin and follow the new instructions in the help file.

Let me know if you have any issues with it.
 
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Deagron

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Thank you, it works correctly ! :)
You're so fast with your plugins, it's awesome :)

Now that I see those equip groups, I wondered if there could be multiple ones on one weapon
I ask this because I now wonder if the level requirement idea I asked you could use those groups

something like : once the player reach level x weapons from group A and B can be dual wielded together
I could understand that it might be too complicated though, since the plugins I looked into don't play with levels a lot
 

Maliki79

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Glad I was able to help. The way I did it, each equip can only have 1 group and there are no evals for this. Might be worth looking into, but I doubt there'll be much demand for it.
 

Deagron

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Thanks for the new patch in any case :)
 

Kyldros

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Hi! I'm working on a project that uses a plugin that adds extra parameters, can I use the two traits:
<mainweaponTrait: x, y, z>
<subweaponTrait: x, y, z>
to modify the customized parameters?
If so how can I do?
 

Maliki79

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No. Those tags only provide bonuses based on the default traits.
You'd have to see if the plugins you are using allow for conditionals and if so find a way to see if a specific weapon is is the main or off hand.
 

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