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I'm not familiar with that plugin. However, the 'disable state' option in my plugin 's parameters can be used for exactly the scenario you describe. Try putting it as a passive on the arrow weapons and see how it works out.

I'm honestly not sure how it will work out with the arrows being weapons, though, so you might need a more creative workaround. Technically, you could make them shields and they'd still fit in the offhand, and their base parameters would be added to the single attack of the main hand weapon in that case. They'd need to be etypeId 2 specifically for that to work without modifying my plugin, though. You'd probably need some special equipment requirements to prevent a player from equipping arrows as a shield without a bow, or something as well.

Thanks for the reply, completely unblocked my mind AND it worked perfectly!

What I did was this. Set your plugin disable state to stateID[##], then using Yanfly's AutoPassiveStates, applied a passive "Archer" (also stateID[##]  to the bow weapons. Worked like a charm. Now my Rogue type classes can use both dual hand daggers and single hand bows with arrows in the offhand, and both perform perfectly.

Uconns ammunition plugin needed a little tweaking because it's not technically supposed to allow using a weapon as ammo, it wants to use items, or weapons as the ammo themselves (like throwing stars, and knives). I tried making the arrows armor, and while Uconns plugin says it will allow that, it wasn't calculating the damage multiplier correctly, probably a bug. Who knows'?

In any case, THANK YOU! for the quick reply. It's awesome to have such a helpful community like RM's. Your plugin in particular is key in my project for making things "Feel" authentic to the source material.