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Good news.

I have just uploaded version 1.01 of this plugin, which implements a couple of your feature requests:

  • You can now configure the keybind for switching weapons in the plugin parameters.
    • I haven't had a chance to check this yet, but I believe the default keybind options correspond to specific gamepad buttons as well, so they should be working as well (shift would be the dash button... X I think on an xbox controller)
  • I have added some note tags and an escape code to allow you to conditionally show different text in the help box depending on whether the weapon is currently in one or two-handed mode.
    • %h is replaced with the text set by these new note tags. See the help file for more information.
(2 edits)

These sound like fantastic changes--I seem to be having issues getting this version of the file to work, however.  I have the plugin in the same order placement as the prior version, which worked OK for reference.  

Trying to switch with the default shift hotkey isn't doing anything, Edit: Got it to toggle again by removing the plugin and re-adding it fresh.  Not sure why that made a difference, but it did.  

A weapon that I have with the <TWOHANDED> tag set as its default grip is printing the <ONEHANDED HELP TEXT> in its description block.  On further checking, it just seems to ignore the <TWOHANDED> tag in general and defaults to one-handed for stats + the help text blocks.

I'll try tweaking my plugin order and other troubleshooting, but figured I ought to report in just in case.  I have this plugin towards the very bottom of my list currently.

(1 edit)

Hello.

Sorry for the inconvenience, that was a bug caused by a typo. I have corrected it in revision a, which I just uploaded. 

The first (crossed out) problem you encountered is actually a problem with RPGMaker.... sort of. In this update I added the plugin parameter to set the keybind of the switching weapons. When you updated your plugin, if you didn't go into the plugin settings to set this new parameter, it would be blank, as it didn't exist on your plugin settings. This would cause a crash the firs time the plugin tried to access that value, which is on boot. Removing the plugin and re-adding it fixed the issue because the plugin has a default value for that plugin command, but opening the plugin parameters and double clicking the new parameter, which would've been blank will also load the default value into it. Something to know for the future.

Edit:

I got a chance to test gamepads now that I'm at home, and the default 'shift' value for the keybind binds to the X button on an xbox controller, while control and alt don't have any equivalent on the controller. pageup is LB and pagedown is RB. I'm not sure how to set up control and alt as keybinds on the gamepad, but I think there are already plugins that do that kind of thing kicking around. So if you want it on the gamepad, shift, pageup and pagedown are all usable on the scene to switch weapons.

Perfect, everything is working accordingly now!  Thank you again for such swift resolution!

That's interesting to hear in the gamepad department, I'll try to do some more exploring.  The only remaining avenue control-wise is my ongoing efforts to try to incorporate stronger mouse support for the game, but I can't really fathom any practical way to handle the switching via mouse in this case.

As an aside, it may be worthwhile to add a screenshot that shows off the slick new %h incorporation, it's really a fantastic feature.

Cheers!