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  1. You can accomplish this using a specific set up in the current version of the dual wield plugin. But the effect will apply to all two-handed weapons, and requires a bit more initial configuration as a result:
    1. Set the two-handed modifier to be 1.00, so two-handing a weapon does not change your base atk value at all.
    2. Set the two handed (and switchable) weapons to use the following note tag:
      1. <TwoHanded Attack Modifier>
        value = Math.round(value * 1.5)
        </TwoHanded Attack Modifier>
    3. The above tag makes the weapon attack value of the weapon 1.5 times greater than normal, but only while it's being two-handed. A weapon with 10 atk in your database will have 15 atk when being two-handed. 
    4. Because you've removed the normal two handing boost, you'll need to make all two-handed (or switchable) weapons use a similar note tag.
    5. The above effect is technically adding atk value when you use a two-handed weapon, rather than taking it away when you swap to a one-handed one, but it has the same effect, so it should work the same way.
  2. This is a good suggestion that sounds like it shouldn't be too difficult to implement. I'd envision a note tag you could set on an item to set its one and two-handed help description text, and then an escape code that would be replaced by that text depending on whether the item is currently one or two handed.
  3. Although I haven't personally tried this yet, I think this request is actually already possible, but isn't particularly user friendly. Using Yanfly's passive states plugin, you can use almost anything to enable a passive condition on your actors, including what they have equipped. 
    1. Put a passive state on a switchable weapon with the following tag on it:
      1. <Custom Passive Condition>
        if (user.equips()[0]._isTwoHanded {
        condition = true
        } else {
        condition = false
        }
        </Custom Passive Condition>
    2. The above state will only be active if the weapon in the main hand is currently two-handed. Using this state, you can change the weapon unleash, xparams, block chance, applied by the weapon.
    3. Use a second passive state on the same item to have a different state applied if the weapon is not currently being two-handed:
      1. <Custom Passive Condition>
        if (!user.equips()[0]._isTwoHanded){
        condition = true
        } else {
        condition = false
        }
        </Custom Passive Condition>
    4. You can use this state to set up a different set of bonuses or traits when that weapon is being one-handed.
    5. If each of your weapons use different passive states for one and two handed bonuses in this way, you'll have an issue where the one-handed bonus of the offhand weapon will also be active with the one-handed bonus of a main handed weapon. This won't cause any problems, and might even be what you're looking for. The only issue is that, as mentioned somewhere above, the Weapon Unleash plugin only supports one weapon being unleashes, so the specific unleash of the offhand weapon will not happen
  4. I can certainly look into allowing the dev to configure which key is used to switch the weapons. I'm not at all familiar with gamepad support for the same thing, so that might take me a bit longer to figure out.