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At which point are you noticing delay? For dual wield actors, and only when using a dual wield skill (one tagged as dual wield) this plugin does copy sections of the target action and replays them, but only if you've got it set up to do that. If you're not using it in that way, it shouldn't cause any delay to the actual action sequence, and even in the above example, it shouldn't cause any noticeable effect.

Between when you select the skill and then it happening, which I am talking about when an Action Sequence, gets to like a point where it's around 100 lines or more, you start seeing like 1,2,3 seconds of delay past that kind of point. Even if the skill isn't dual wield, but you plugin is active it will cause this, when yours is off it has no delay even at that amount of lines, you could probably see for yourself if you copy and past just a normal attack sequence, a bunch in an action sequence and can find out if you have it also.

it isn't exactly something that causes it to become usable, just need to try more optimize them better if they are one that gets to be so long, just thought id see what you think, since base Action Sequence doesn't seem to have this happen to it.

I'll take a look and see what I can find.

Good news Jeremy.90!

I have located the cause of the delay, and fixed it in the latest release (v2.61). It was caused by accidentally calling a setup function once per line of an action sequence, rather than only once per skill. The function call was inside a loop that was going line by line in the skills notebox, so it was shifting the setup function into the Setup Action of all skills once per line in the note box, rather than the intended once per skill. The added delay would be almost impossible to notice on shorter action sequences, but with each line it'd increase a bit more, until you get to the point you noticed at 100+ lines.

It is corrected now, so feel free to re-download the plugin and see for yourself.

-Ramza

Thank you for this, looks good from the quick testing I did for it.

I have a new question to ask of you, do you think it would be possible to add in a way to check if the player has access to being able to use shields or not, since if i'm not mistaken your plugin just allows,  all to use shields with or without that right?

I have made a work around for this, but thought i'd ask you see if you could add it into your own plugin to help clean things up.

Greetings.

I have just checked, and this is not the case. If an actor is incapable of wielding a shield, it will not show up in his list of available items for the offhand slot. This is also true if you have multiple armor types for shields that are all equipslot type 1 (shield). The actor only has access to shields for which he has the traits to equip:


This image is taken straight from the demo project, where the default shield is a 'large shield' and the small shield is a 'small shield'. Both items are shields, but they are different armor types, and Harold has been changed to only be able to use small shields. As you can see, the default shield doesn't appear in his list of offhand items.

Likewise if you remove his ability to equip small shields as well, no shield shows in this list at all, even when both the default shield that Therese wears, and the small shield from the npc shop are both in the inventory.

Hmmm you are right, is this something you have changed  or am I just crazy, I thought it use to give any character who had duel access to shields.

Anyway thanks for the work you do with the plugin.