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I placed the plugins in your order, but no change.

It is the default attack and not a clone and I´m not using the weapon unleash plugin.

But I use action sequences. Here the target section:

<target action>

if user.isActor()

move user: target, base, 22, offset x +100

else

move user: target, base, 22, offset x -60

end

motion escape: user

face user: backward

wait for movement

motion thrust: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

if user.bp >= 1

wait: 15

motion swing: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

end

if user.bp === 2

wait: 15

motion missile: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

else if user.bp === 3

wait: 15

motion skill: user, no weapon

face user: forward

wait: 8

action animation

ANIMATION 4: target

ACTION EFFECT

end

</target action>

Hmm.

If you temporarily remove that target action section entirely (including the tags), does the extra attack still happen?

I'm not sure what bp is used for, but it would seem that if you had 2, you'd get the first swing attack motion + action effect, and then the thrust one. If your two handed weapon has 2 bp, that could be the problem.

The bp are like boost points from octopath traveler. They are used to get more hits from your basic attack.

But I think it is more confusing than helping for to include them in my post. I´m almost 100% sure it´s not my action sequence, because my character still attacks twice, if I remove it entirely.

Like I said, I can't duplicate the problem in my test project, so it's either a configuration issue on your end (action sequence, passive state granting extra attack times+, etc) or a plugin conflict with something.

From a test play if your project, outside of battle, open the console, and type in $gameParty.actors()[0].isCurrentlyDualWielding() . It should return a true or false (replace the 0 with the party position of the two handing actor, 0 being the first party slot, 1 the second, etc).

Then, go into battle and do the same thing again while in battle. Once again, the result should return a true or false.

In battle, there are many extra checks made, including if the actor has a two handed weapon, a shield, a barehand, etc, so it's normal for the function to return different things inside and outside of battle.

Omg I soooo stupid... I know exactly why you can´t replicate my issue, because there is none. It was all a huge misunderstanding on my part.

Back when I purchased the plugin it was on version 2.69. I set it up and it was perfect for my needs, because a dual wielding char with 2 weapons in his hands was attacking only ONE time. That was exactly the behavior I was looking for. I just wanted one damage pop-up regardless if the char is one-handed, two-handed weapon or has two weapons in his hands.

Time went by and I was working on other parts on my game where the dual wielding character was not important and I think I never tested it again. Now that wrong behavior from version 2.69 is fixed and my brain thinks it´s wrong... there is a bug.. and so on...  Completely blind by the fact that this was never an intended feature...

To finalize my post of stupidity I would like to suggest such a feature. An option to not attack twice, even if the character is holding two weapons. 

Sorry for the confusion I have caused!

Hey there.

I'll see what I can do about that.

Just to be clear, you want actors to always only attack once, regardless of how many weapons they have? 

Because of the splitting up of the mainhand and offhand attack values, currently the singular attack would deal only the damage of the mainhand weapon, not the combined damage of both. 

I assume if you're trying not to get the second attacks to happen, you're only really using the plugin for the ability to make two handed equips, forbid wtypes, and such

Exactly! I want to use your plugin as you descripe. ^^

Hello Ramza!
Do you have time for the suggested feature?
It would really help me out^^

Have a great day!

Hey there.

Sorry I've been more than a little silent the last couple of months. I took some time this morning to see if I could implement what you were asking for into the next update, and good news, I seem to have done it.

Version 2.74 will be uploaded shortly, with a new parameter which essentially disables the combat effects of the plugin, leaving only the following:

  • Tags on weapons to make them only fit in the main or off hand.
  • Allowing shields to be used by dual wield type actors
  • Two handed weapons, which unequip the off hand equipment when equipped.
  • Tagging a shield as offhand will still allow it to be used with a two handed weapon.
  • Weapons can still disallow specific wtypes from being equipped while they are equipped.

The multiplier parameters for dual wield, two handed, and the off hand swing have all been disabled. The notetags for adding params to an item if it's being two-handed or wielded in the offhand, or main hand specifically have also been disabled. All changes to action sequences are reverted. 

Skills can no longer be marked as main or offhand only skills. The action sequence addition to make a section repeat if dual wielding has also been disabled. 

Normal attacks will only hit once, only showing the main hand weapon sprite (or the offhand one if there isn't anything in the main hand), showing both animations simultaneously, with the offhand animation mirrored on the target, and dealing damage with the atk value of both weapons (as was default in MV).

This should  still work with switchable weapons, and monkeygrip, but I haven't tested them. In fact, I haven't done much testing on this at all, so if you notice anything let me know and I'll see about fixing it. The brief testing I did seemed like the basics still worked when the parameter was disabled (which means it shouldn't cause any bugs to everyone else using it), and it seemed to work correctly with it enabled.

~Ramza

(+1)

Hey Ramza!
I´m really thankful that you are always implement my suggested features.
That is really awesome of you and I hope I wasn´t to pushy at times.

I took a quick look at the new features and it seem to work without errors.
I will let you know if I find anything.^^