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Thank you so much mate. I appreciate you following through on this plugin. I hope VisuStella can help you, and I believe there is a good chance they will. I submitted a request to them a few weeks ago and they got it fixed almost immediately.


I personally cannot use the basic attack command since I use the battle voice plugin and it doesn't fire correctly if I use action sequence and the camera, oddly enough, so I have to have a unique action for each character so they can play their own sounds. Additionally the mages' attacks are coded differently as well 


I am grateful for your continued work on this plugin and the way you're updating me on it. I am excited to see the progress being made

Okay, I got somewhere with the VS team about this.

So, I've managed to get a sequence to work mechanically, and a fix to BattleCore should be coming out at some point soon to correct the animations issue.

So, and again, this isn't as plug and play as I want it to be, but sometimes we gotta work with what we've got.

So for setup we need to have a state telling the battle engine that the replacement skill is the actor's attack skill, otherwise the second attack will not automatically happen. Since you're using the battle command replacement, and as I understand it, that is class-based, you can also create a passive state on the class, or a trait, which sets the 'attack' skill to the replacement skill instead, and just use the regular attack command.

Next, your replacement attack skill needs to be tagged as <dualwield skill>. All this really does at this point is make sure that the damage splitting is working, and I've tested in my test project, and that appears to be fine, so we're good on this.

Last, we need to modify your action sequence a bit. First, we need a label for what I will call the target action, put the label before the attack motion of your sequence, basically, we're going to use this to repeat a section of it for each weapon. After the label, do the rest of the sequence as normal, and then at the end of the target action, use the plugin command 'TARGET: Next Target' and specify the label we just made. Inside the target action, you've gotta change any action effects or show animations to use 'current target' instead of the default 'all targets', that'll make it so that the effect (and animation) triggers once for each hit, instead of triggering twice at the end.

As for the battle animations, Yanfly has indicated that the common events used for the action sequences don't use the same function to grab the attack animation of the user as default sequences, and that I cannot alias one, as it is a plugin command, so he's going to update the BattleCore plugin at some point to allow the user to specify the offhand weapon animation specifically. When that gets implemented, we'll need to change the sequence again, wrap an 'if' around the 'ANIM: Attack Animation' command, and check for !BattleManager._subject._numAttacks . If true, we'd show the regular attack animation, and in the else case, we'd call the new command to show the offhand animation instead. This'll look something like the below:

◆If:Script:!BattleManager._subject._numAttacks
  ◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
  :              :Targets = ["current target"]
  :              :Mirror Animation = false
  :              :Wait For Animation? = true
  ◆
:Else
  ◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation 2+
  :              :Targets = ["current target"]
  :              :Slot = 2
  :              :Mirror Animation = false
  :              :Wait For Animation? = true
  ◆
:End

He's also adding an option to use the attack motion from the offhand weapon as well, but in my experience so far, I don't think we'll need that for this to work correctly.

So uhh, update your sequence a bit, add that note tag to the replacement skills, and set them as the attack attack skill via a trait on the class or actor, or whatever, and then update BattleCore when the update comes out (next week most likely), and that should take care of that.