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(2 edits)

I'm not seeing either of these bugs with the plugins I have access to. Turn order works as expected, both on the turns the multitechs are used and future turns. Perhaps there's an incompatibility with the two I don't have - Weapon Unleash or Status Menu Core? It's hard to say from here without more information.

When the skills activate, do the skill icons disappear from all involved actors? They should - and do when I test.

One other possibility is a change made to the base RPG Maker MV game code - who knows how old this test project is? - but I'm not expecting that to be a factor. EDIT: Nope, all is fine in a fresh project too.

Hi HeroicJay, thanks for the reply. I will try to find time this week to try to see if I can replicate the bug, but work picks up for me in the beginning of the month with my day job, so it might take some time before I can get back to you.

As for Weapon Unleash and Status Menu Core, I believe they are both paid plugins as they are not in YEP free starter pack. Status Menu Core should not impact any battle or skill related plugins, but Weapon Unleash does affect skills, so I think maybe that is the problem. Will try disabling it and report back.

Hi HeroicJay, I am happy to report that Weapon Unleash was indeed the issue!

I first tried going back to that old project that I mentioned in my first post and disabling it just to see if it works, and it ran perfectly. This also means that the plugin is compatible with everything else I had (in that project, I also had some plugins from SRD, Caethyril, Alistair Engine, Galv, Ramza, Toby Tasha, YoraeRasante, Turran, and some commissioned ones from Trihan that I have recently asked him to release publicly after testing them). In other words, the only compatibility issue was with Weapon Unleash, at least out of the plugins I had.

I will just work around it, as I was mostly using it in conjunction with Target Core and Row Formation to determine how far back a weapon's range is for the attacking battler (e.g., Bow users can attack from Row 3 but not Sword users), but I am already applying a JS to the other physical skills that are shared, so Weapon Unleash was just a convenience tool rather than a necessity.

Huh, I wonder what in that plugin specifically was so incompatible with Dualtechs to cause all that. I would guess we modify some function or another in different ways - likely candidates are selectNextCommand or removeCurrentAction.

I went through the Weapon Unleash plugin and it does have 2 lines pertaining to selectNextCommand.  They appear when replacing the skill ID used for Attack and Guard in Scene Battle. Hope this clears things up?

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Wow, I actually found Weapon Unleash in a download from ages ago, and the issue is not even close to anything I expected. In essence, it's a... bug? maybe? in Weapon Unleash that may or may not affect things normally (still piecing this mess together), and to be honest, I'm a little surprised it works when Dualtechs ISN'T installed. 

I'm still piecing things together, but the Dualtech is being resolved when it isn't supposed to be. Actually, I'm not even sure it's necessarily Weapon Unleash that has it wrong, but something isn't communicating correctly with other things.

EDIT: I'm understanding a little better what's going on here, and... I'm not actually sure it's a bug in Weapon Unleash OR Dualtechs individually, but it's certainly a weird interaction when both are together.

All right, I fixed compatibility. It might not affect your project any longer, but someone else might want to use the plugins together in the future, right?

Yes, that's true. I did a test and it works perfectly in a new project. My old project is still acting weird, so there might be other compatibility issues (or maybe just plugin order) that needs to be sorted out.