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(2 edits)

Only running this plugin + Battle Engine Core/Core Engine and I get this error whenever I try to equip a weapon

TypeError: undefined is not a function

    at Window_EquipItem.isMHAllowedWithOffHandWtypeId (file:///E:/RPGMVProjects/Project2/js/plugins/Ramza_DualWield.js:1568:37)

    at Window_EquipItem.includes (file:///E:/RPGMVProjects/Project2/js/plugins/Ramza_DualWield.js:1608:33)

    at Window_EquipItem.<anonymous> (file:///E:/RPGMVProjects/Project2/js/rpg_windows.js:1972:21)

    at Array.filter (native)

    at Window_EquipItem.Window_ItemList.makeItemList (file:///E:/RPGMVProjects/Project2/js/rpg_windows.js:1971:40)

    at Window_EquipItem.Window_ItemList.refresh (file:///E:/RPGMVProjects/Project2/js/rpg_windows.js:2013:10)

    at Window_EquipItem.setSlotId (file:///E:/RPGMVProjects/Project2/js/rpg_windows.js:2474:14)

    at Window_EquipSlot.update (file:///E:/RPGMVProjects/Project2/js/rpg_windows.js:2391:26)

    at file:///E:/RPGMVProjects/Project2/js/rpg_core.js:7029:19

    at Array.forEach (native)

Greetings.

I'm sorry you're having this issue. But I am unable to reproduce the problem on my end, so it might be being caused by a bug with some configuration you're using.

  • Please ensure that you are starting a fresh savegame when you're testing this, as the equipment in an old saves database files may not contain all of the metadata that the plugin is expecting.
  • Did you use the <Forbidden Wtypes: x y z> note tag on any weapons that are currently equipped, or might show up in the equipment list?
    • If yes, can you temporarily remove that tag and test to see if the crash still happens?
  • How is dual wielding set on an actor? Is it on their class traits? Their actor traits? A piece of equipment? A weapon?
  • Does the crash happen when trying to equip a weapon in the main hand or offhand slot? Both?
  • Does the actor start with two weapons already equipped? Does the crash still happen if they have only one, or no weapons at all equipped?
  •  If you make your actors no longer dual wielding type (remove the trait), does the crash still happen?

Once I get a little more info, we'll try to get this sorted out for you.

~Ramza

Wow fast response, I fixed it just now by adding the Ramza_X_DW_MenuExtension plugin that I saw in the demo project. Maybe this is also mandatory? It wasn't mentioned in the required plugins.

That shouldn't be required, and isn't turned on in my test project where I was trying to duplicate your crash.

I'm glad it's working for you now, though. Let me know if you have any other issues.

(9 edits)

Thank you!

I have run into another issue. Two attacks are occurring despite the off hand having no weapon equipped, having a main weapon and a shield equipped or when wielding a two handed weapon. This second attack with a main+shield equipped has no animation.

The Barehanded Attack parameter doesn't change any of this for me.

  • Fresh game save
  • Did not use <Forbidden Wtypes: x y z> note tag
  • Dual wielding set on an actor by actor traits
  • Actor does not start with any weapons
  • Disabled all plugins aside from: Community_Basic, YEP_CoreEngine, YEP_BattleEngineCore, YEP_X__ActSeqPack1&2, Ramza_DualWield, YEP_SkillCore, Ramza_X_DW_MenuExtension
  • YEP_BattleEngineCore is set to "STB"

Hi, I think I've found a situtational minor bug.

By using these 3 plugins (yanfly core, yanfly battle core, dual wield), if a character equips a weapon that has tag <Twohanded>,

then uses an item that uses gainHP formula such as  b.gainHp(Math.randomInt(50) + 51); b.startDamagePopup();, the heal effect becomes twice. 

Using <Mainhand> does not cause this bug.

Hi, is there a way to make a state add bonus to specified hand? I can make condition to check if left hand or right hand is a specified weapon type equipped, however it can only add regular state which increases the to hit/damage/critical bonus to the character which affects both hands.

(+1)

There is currently no way to do that exactly.

The modifier plugin parameters for dual wielding, offhand, and two handing a weapon can all be eval'd. By default, they're just a float number (0.75 for example), but you can use code in this box to make the number different based on a condition being met using a ternary operator: 

(user.isStateAffected(21) ? 0.90 : 0.75

Something like the above would make the offhand do 90% normal damage if the user is affected by state 21, or 75% or not. These can be nested as well, allowing for different levels of offhand mastery, or ambidexterity, or whatever

(user.isStateAffected(21) ? 0.90 : (user.isStateAffected(26)) ? 0.80 : 0.75

I'm not entirely sure that's the exact code you'd use to do that, I didn't get a chance to test it, but I had set it up once a long time ago, in an old project, and it was designed for that use case. It's not exactly what you're looking for, but it can work for what you need.

The hit and crit bonuses are weapon specific. Any source of hit rate or crit rate that isn't on a weapon is given to both hands, and any that is on a weapon is only given to that one weapon. There is no way to change this currently.

~Ramza

Thanks for the reply. Too bad this cannot be done, I'll figure alternate way buffing dual wield characters then.

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