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This plugin is awesome and exactly what I was looking for dual wielding!

I do have a request though.  I was hoping to use a different battle system: Lecode's Tactical Battle System, which doesn't seem to be compatible as it changes a lot!

I was hoping you could look at the code and see how easy it would be to make a patch so I could use both plugins at the same time as I'd love to use them together.

Thanks so much!

Hello there.

I can see that the plugin you linked is supposed to be compatible with Yanfly's Battle Engine plugin, but I am unsure just how far that compatibility goes. I don't have a leTBS project set up to test from at the present, and it will not be a quick task for me to do so, as I don't personally use that plugin myself.

Since I'm not sure how much of BattleEngineCore actually makes it into use in leTBS, I'm not real sure where the incompatibility actually is. It could be as simple as the Attack Times+ trait not functioning in leTBS, or it could be as complex as action sequences not being implemented at all. Or both. 

To start, could you describe what does or doesn't happen when testing in your own project? Does a second attack occur for dual wielding actors at all, just with the wrong damage/animation/weapon, or does only one attack happen? If only one attack happens, does it show both the battle animations for each weapon on top of each other, or just one animation? Does it simply crash and not work at all?

I expect the menu stuff should probably still be working fine, except unless leTBS has some sort of in battle status menu, in which case it would need to be patched to work with the offhand weapon slot properly.

I can't guarantee I'll be able to patch it to make it compatible, but I can give it a shot.

-Ramza

Thanks for the quick response! 

Yes, everything menu-wise works, but when a dual wielder attacks it simply attacks once with only one animation.

The traits are combined into that one attack just like the normal dual wield trait.

Also, I do understand that any patch takes time and effort and with LeTBS changing the battle system it may be even more difficult, I'd be more than happy to pay some sort of commission.

Hmm. 

I just tried to download the TBS plugin from his github page and it seems to only be a 'Hello World' page, with a 404 given when I try to click a direct link from the RPGMakerWeb forums. Maybe he's in the middle of a website update or something. I'll try again later.

This one may work better for you, and thanks! https://www.dropbox.com/s/v3lken92crff4sf/LeTBS_0772B.zip?dl=0

I'm also using Lecode's TBS w/ Dual Wielding and having the same issue. It looks like AttackTimes+ isn't referenced at all in the LTBS plugin. Even w/o your plugin, simply giving an actor a +1 attackTimes+ trait does nothing in LTBS. I'd very much appreciate if you got this working, thx!

I haven't had an opportunity to look into this the last couple of weeks because of my whacky work schedule, but I am still planning to work on a fix for it.

Hello again.

I apologize for how long it took me to get back to you on this one. Unfortunately, after digging into the LeTBS plugin a bit, I can only conclude that I don't know enough about how this plugin works to get it working together with dual wield. 

I tried to find the part of the plugin where it processes the attack action specifically, as a starting point for how to make this compatible, but the plugin is massive, and has little documentation. Blindly poking around inside did not prove to be very effective. If support for Attack Times + as a trait were to be built into leTBS, I feel like dual wield would probably work almost 100% with just that change, but since I can't personally figure out where the attack sequence is even processed, let alone what to change to make it duplicate certain parts of it, I will be unable to do this myself.

There are also some unforeseen compatibility issues to do with the lack of working action sequences in leTBS. My plugin relies on secretly adding commands to the action sequences to reset some attack data between skill uses, which is why YEP_BattleEngineCore is a hard requirement. While leTBS supports BattleEngineCore, it does not seem to make use of action sequences at all, which means any compatibility patch between my plugin and leTBS will need to find a new way to reset this attack data.

As it is right now, you can use dual wield and the extensions with this plugin, but they do not split damage, or effects, or hit multiple times. You can still use this to make dual wield actors capable of wielding shields in their offhands, make weapons that can only be wielded in the main or off hands, or two-handed, and make shields that can be wielded with two-handed weapons. As is, the only thing I could suggest to try to get the core features of this plugin to work are to contact someone who has a lot more experience working on the leTBS plugin.

Sorry.

Thanks so much for looking into it for me! I really appreciate it! I knew it was going to be a long shot because of how much it changes the game. Just being able to have my characters properly equip their weapons and shields is already amazing. Thanks for the awesome work you do!