luigiman0640

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So for my MV project, I want at least the main character to have two different weapon slots, having a melee and a ranged weapon, but just looking at the base Types, it doesn't seem like you can do that, only slot one being relegated to weapons. Anything to remedy this?
 

Andar

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adding the trait "dual wield" will replace the second slot with a weapon slot, but it will be the same slot.

for a different weapon slot (instead of renaming an armor as a weapon) you'll need a plugin.
 

luigiman0640

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So I just give the class or actor the Slot Type "Dual Wield", make the second slot the other weapon, and just not let the others access the other slot?
I would like to know some plugins that could work as well, even if I don't use them.
 

Andar

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not exactly.

you make the second slot something like "shield" or whatever it should be for the other actors.
the engine will replace that with a second weapon slot, not matter what it is, for those actors who have dual wield.
 

luigiman0640

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Ohhh, I see. Would there be any good way to utilize that second weapon? Like with it having its own attack? I do know that there are plugins that allow weapons to have their own attack skill and such.
 

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Ohhh, I see. Would there be any good way to utilize that second weapon? Like with it having its own attack? I do know that there are plugins that allow weapons to have their own attack skill and such.
A clever way to handle it is to make a ranged attack as an "element" so certain enemies (typically flying or evasive ones) can take extra damage whenever you switch out to the long-range weapon. You can even take it a step further and give pesky flying enemies a "nullify" advantage on standard physical attacks, preventing players from just spamming the melee attack. Just remember to make normal ground enemies resist range attacks a bit to discourage players from going the opposite route and figure it safer to just spam range attacks at both types of encounters.
 

luigiman0640

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A clever way to handle it is to make a ranged attack as an "element" so certain enemies (typically flying or evasive ones) can take extra damage whenever you switch out to the long-range weapon. You can even take it a step further and give pesky flying enemies a "nullify" advantage on standard physical attacks, preventing players from just spamming the melee attack. Just remember to make normal ground enemies resist range attacks a bit to discourage players from going the opposite route and figure it safer to just spam range attacks at both types of encounters.
I did plan on doing something like this, maybe having flying and shield-wielding enemies, where the shields block ranged attacks while, obviously, flying enemies avoid melee attacks. I'm definitely going to use some plugins for stuff like this. Perhaps different ranged weapons have different abilities or something, definitely something to put on the idea board.
 

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Well if you want, you could always go my route and have certain actors such as a lancer require TP to throw their weapon at the enemy like a harpoon or javelin that artificially serves as an aerial attack when used, but remains a normal "melee" (or in my case "impact/pierce") when just using the standard attack option. This way even non-traditional aerial weapons can have loop-holes to temporarily strike pesky flying enemies.
 

luigiman0640

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Looking into this, I've realized another issue: I can't restrict what goes in either weapon slot, at least I don't think I can without plugins, and I don't know what plugins could help me with this.
 

Andar

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that is correct

for that you'll need an equip manager plugin that allows for individual, actor-based equipment slots.
there is one from tsukihime on himeworks for example
 

ATT_Turan

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Looking into this, I've realized another issue: I can't restrict what goes in either weapon slot, at least I don't think I can without plugins, and I don't know what plugins could help me with this.
Me either. There are plugins to give specific characters extra equip slots, and you can control what gets put in there, but the way dual wield works in the engine is it's just a weapon slot.

It wouldn't be too hard to add some checks to the equip functions so that you can only equip a melee and ranged weapon when dual wielding, but if you don't know JavaScript you're looking at asking someone for custom work.
Ohhh, I see. Would there be any good way to utilize that second weapon? Like with it having its own attack? I do know that there are plugins that allow weapons to have their own attack skill and such.
I know of Ramza's Dual Wield and Galv's, both of which I believe support showing each weapon doing an attack, and Galv's has notetags to make skills that require a specific combination of weapons.
for that you'll need an equip manager plugin that allows for individual, actor-based equipment slots.
there is one from tsukihime on himeworks for example
There could be something I'm not thinking of, but using that plugin or Yanfly's Equip Core would only allow you to add another Weapon slot (which can take any kind of weapon) or a kind of slot that's unique to a character (e.g. Ranged) but wouldn't function as a weapon in combat.
 

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I know of Ramza's Dual Wield and Galv's, both of which I believe support showing each weapon doing an attack, and Galv's has notetags to make skills that require a specific combination of weapons.
There could be something I'm not thinking of, but using that plugin or Yanfly's Equip Core would only allow you to add another Weapon slot (which can take any kind of weapon) or a kind of slot that's unique to a character (e.g. Ranged) but wouldn't function as a weapon in combat.
These could honestly work out either way. Might lean towards Yanfly's and making it a skill menu thing, but what Galv's can do is definitely very tempting. Definitely something I need to brainstorm and workshop before jumping head first into one or the other.
 
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luigiman0640

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that is correct

for that you'll need an equip manager plugin that allows for individual, actor-based equipment slots.
there is one from tsukihime on himeworks for example
I know of Ramza's Dual Wield and Galv's, both of which I believe support showing each weapon doing an attack, and Galv's has notetags to make skills that require a specific combination of weapons.
So looking into it, I couldn't find the exact Galv plugin you were referring to, I'm not sure where to find Ramza's, and I think HimeWorks' doesn't quite match what I'm looking for, which is two weapon slots with different requirements for each weapon, but I could just be missing something there, cuz the Hime plugin does seem to have a means of custom equip types, I'm just not exactly sure how to work with it.
 

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So looking into it, I couldn't find the exact Galv plugin you were referring to
Sorry, it's Victor Engine, not Galv.
I'm not sure where to find Ramza's
...did you type into Google "RPG Maker Ramza dual wield"? Because the top results for me are his release thread here and the product page on Itch.
and I think HimeWorks' doesn't quite match what I'm looking for, which is two weapon slots with different requirements for each weapon, but I could just be missing something there
I know you read to some degree what I said in post 11 because you quoted it later - the HimeWorks plugin will not enable you to do that.

I think you should be able to do it using Yanfly's Equip Requirements, using the Custom Equip Requirement notetag and some JavaScript checks, but that requires coding and isn't free.
 

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Sorry, it's Victor Engine, not Galv.
It's all good, simple mistake.
...did you type into Google "RPG Maker Ramza dual wield"? Because the top results for me are his release thread here and the product page on Itch.
...Maybe I forgot to look. I'll do that in a bit.
I think you should be able to do it using Yanfly's Equip Requirements, using the Custom Equip Requirement notetag and some JavaScript checks, but that requires coding and isn't free.
While it isn't free, I was able to get the plugins through Yanfly's ******* for only $5.40USD, even though the work they did deserves the full $30 from their itchio. Even so, I don't think the Equip Requirement does what I'm looking for, but instead restricts equipping an item at all based on certain actor parameters. I'll look into the Victor Engine and Ramza plugins and see if they line up better with what I'm looking for.
EDIT: Ah, I see. Yeah, the Ramza plugin is like $15, which is why I didn't fool with it much.
EDIT2: Yeah, looks like the Victor Engine plugin just falls short of what I need, putting both weapons on one attack slot, making them both attack.
 
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ATT_Turan

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I don't think the Equip Requirement does what I'm looking for, but instead restricts equipping an item at all based on certain actor parameters.
How is that not what you are looking for? You want to force your actors to dual wield a melee and a ranged weapon. So you give the ranged weapons code that says you can't equip this unless you're equipping either a single melee weapon or nothing. Then you give your melee weapons code that says you can't equip this unless you're equipping either a single ranged weapon or nothing.

You might end up having to unequip your existing weapon of a given type before you can equip a new one, but you'll end up with exactly what you said you wanted above.

Anyway, good luck with your game!
 

luigiman0640

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You want to force your actors to dual wield a melee and a ranged weapon. So you give the ranged weapons code that says you can't equip this unless you're equipping either a single melee weapon or nothing. Then you give your melee weapons code that says you can't equip this unless you're equipping either a single ranged weapon or nothing.
Y'know, I didn't even think of it that way. I was over complicating it, trying to think of it having two dedicated slots for each. I'll play around with that and see how that works. Might have to find a way to get both weapons on the battle menu, but that shouldn't be too hard with some other plugins. I think a HimeWorks plugin would work there?
 

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Ok, just set up YEP_EquipCore to see what two weapons did, and it just attacks with both weapons. Maybe I over thought this in the first place and I just need to think of "Armors" as "Equipment" instead. Thanks for all the help so far. Hopefully I can pin something down eventually.
 

Skymin

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Ok, just set up YEP_EquipCore to see what two weapons did, and it just attacks with both weapons. Maybe I over thought this in the first place and I just need to think of "Armors" as "Equipment" instead. Thanks for all the help so far. Hopefully I can pin something down eventually.
Just a friendly piece of advice, you should try to click the "edit" button when adding more to a previous post to prevent double posting whenever you can as they generally warn people not to do that. Either that or just wait until another person responds before making a follow-up post.

Edit: No idea why I was thinking he was using MZ, that's what happens when I don't get enough sleep.
 
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Andar

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So if you want try downloading that to see if you can achieve the result you want?
this is in MV, not MZ - I highly doubt that the visustella plugins will help here.
and I think HimeWorks' doesn't quite match what I'm looking for, which is two weapon slots with different requirements for each weapon
the HimeWorks plugin will not enable you to do that.
yes and no - what I had in mind when suggesting that plugin was making a pseudo-weapon-type for the second weapon slot. That means using an armor but telling the player it were a weapon.
while that would have worked (because there is no difference between weapon and armor in the engine), it would have sorted the pseudo-weapon under armor in the inventory unless you reprogram the inventory screen with a custom one. And that would probably be unwanted.
 

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