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(1 edit)

Hi, I think I've encountered a bug. I'm also using your Dual Wield plugin and Battle Core. I started a blank project, and attempted to use a different formula with both weapons.

How to reproduce:

In the plugin values, I put a.atk for the first weapon, and the second weapon has m.atk.  The actor has 50 atk and matk, and the enemy has 0 def and 0 mdf. The first attack deals 50 dmg, and the second atk deals 0 dmg. Replacing the second weapon for two of the same of the first weapon, the second attack still deals no damage. However, when placing the number 100 in the damage formula for the Basic Attack skill, the second attack deals 100 damage.

On that note, using a different skill with the <dualwield skill> tag with also seems to not work properly. The skill In the skills damage formula I used:

eval(this.weaponFormula()) * 4

Repeat: 2

The damage fomula in the plugin I used:

Weapon 1 = m.atk - b.mdf

Weapon 2 = a.atk - b.def

The actor had 50 atk and 50 mat, while the enemy had 50 def, and 0 mdf. The final damage was 200 per hit.

My conclusion is that it seems to only record the formula for the first weapon, and the second weapon is ignored. Would love it if you could fix it or let me know what I'm doing wrong if that's the case. I heavily dislike how restricted Visustella's Battle Core, Weapon Swap, and Weapons Unleash are. I would love it if I can have players mix and match physical and magical weapons together.

Greetings.

I assume (from context, correct me if I'm wrong) that you're using MZ, as you mention the VS plugins specifically. Unfortunately, my dual wield plugin doesn't split damage in MZ anymore, as a result of changes made to a certain version of the VS Battle Core plugin, namely that VS team decided to include their own version of dual wield damage splitting, and the obfuscation prevents my plugin from knowing the exact formula they use for the offhand damage calculation.

With that being said, the Weapon Attack formula plugin also cannot affect the offhand weapon swing differently than the mainhand swing, because I have no way to know how VS is calculating the damage of that offhand attack anymore, nor do I have any way to modify the formula for one hand specifically. 

So, in conclusion, you're not wrong, it is ignoring the weapon formula of the offhand attack. But it's the VS BattleCore plugin that is ignoring it, and the MZ version of the dual wield plugin can only do damage splitting properly if you downgrade your version of the VS_BattleCore plugin to a much older version, and downlaod the older version of dual wield from the devlog.

Ahh I see. Thank you for the quick reply, I was scratching my head trying to figure it out lol.