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(1 edit)

So, i tested it out again, it came back as true.


Something else i should note is that during gameplay (where two-handed weapon removes offhand item, making it empty), it does behave as intended, HOWEVER, i am reminded of something, there was an instance where I've had the plugin act funny:

When i had first encountered the issue of the two-handed weapons attacking twice, i tried out my own solutions at first, that being i turned every character into a "Normal Slot-Type" character until they equipped a "Dual Wield" Weapon, where in which they'd become "Dual Wield Slot-Types" from a trait inside the respective weapon.


So i had it set it so "dual wielding" would be activated by equipping one weapon (basically I set it so the slot-type would change upon equipping said weapon) yet for whatever reason, when i had done so, the game did something really weird during combat, where my character was attacking with dual wielded seperate attacks (as intended), but after the first attack, it immediately auto corrected to a "Normal"-Slot Type character (MID-Battle, not like... after battle but MID BATTLE), any weapon with the dual wield slot type trait did not switch my character back to dual wielding, just kept  it in "Weapon; Attachment" rather than going to "Weapon; Weapon".

Additionally, when this oddity occurred, it did the "double" attack. One normal, one blank.

Okay, well that thing is unrelated to the other thing. That's actually a known issue with how dual wield attacks work in the system.

During the act of attacking, each weapon is unequipped for the attack of the other hand. That means if the only source of the dual wield trait on the actor is one of his weapons, when it is removed, he's no longer dual wielding. That causes all kinds of wonky behavior, and that's why you want the trait on either the actor, or his class, or a permanent state (from the yep passive states plugin).

Good news, I fixed the problem. The issue was from the new parameter in 2.74, equip only mode, which most people wouldn't be using. I'd messed up a check for if that parameter was enabled, which was causing the isCurrentlyDualWielding() function to return true without doing any checks to see if the actor was actually dual wielding.

The idea behind this check was that if out of battle, OR if the plugin parameter was enabled, it would only ever return the actual slotType of the actor (for which 0 is normal and 1 is dual wield type). This was to maintain compatibility with in combat plugins that also relied on knowing if the actor was dual wield type or not, like the YEP equip change in battle plugin.

But since I'd accidentally reversed this check, if the parameter was disabled, it would trigger that check, which was returning if the actor was dual wield type, and not if he was actively dual wielding, as expected. Which leads to your problem, where a two handed weapon was considered dual wielding. It likely also had the same problem with actors using a shield in their offhand, although I didn't test for that.

I have uploaded v2.75 which corrected this bug. Everything should work fine now. Thanks for the report, and sorry it took me a while to find the culprit, as I said, I didn't have my test environment running on my new windows install, so I was honestly trying to avoid doing that as much as I could by asking many questions from you about your specific use case.

~Ramza

The fix is a success, thank you very much! and you are completely fine!