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alasthorn
Recent community posts
I've just tested your modification but there's another bug:
- when you equip a Hand alone, everything's fine, just one sword strike.
- But if you equip an Offhand weapon only, only one blow is triggered, but it's the MainHand punch, and the Offhand weapon is useless.
EDIT: To be more precise, it's the Offhand weapon's animation that's played, but the Mainhand's damage is applied
(I tested it on a blank project to be sure)...
Hi Ramza,
I've just detected a bug (I'm on MV) :
With the Barehanded Attack option set to OFF, if my ambidextrous actor has only one hand equipped as a mainhand, he attacks with a punch using the offhand.
I tested this on a blank project, with only YEP_BattleEngineCore and Ramza_dualWield, and didn't touch any parameters other than setting Barehanded Attack to OFF.
This is the last version : v2.75
hi,
This is not a plugin available online, it's a plugin that I made myself.
The plugin allows you to declare weapon power and armor quality values independent of the basic stats.
these tags allow use in formulas.
simplistic example: damage = ( a.atk / 8 + a.weaponpower() ) - (b.def/16 + b.physicalArmor)
it's a simple plugin (with my level in javascript, I didn't make it too complicated :P)
do you think I can send it to you by discord (name : Alasthorn) or RPG Maker forum (name : Alasth)
Hi Ramza,
I bought your plugins and they are great and despite the large number of plugins I use, including mine, no incompatibility concerns!
However, I'm running into a problem:
Would it be possible for tags to be isolated and treated like the basic atk, def, agi... weapon parameters?
Here's why:
I don't use the default damage formulas but I do use a tag on weapons <WeaponPower:X
In my version before your plugin:
This value was used to calculate damage via a formula, to equip an actor via "optimize", and it's displayed in the status and equipment menus.
No worries there.
My problem is that in my damage formulas, the <WeaponPower:X> values of my weapons add up for each hit, because they're not isolated like the param (atk, mat...).
I wanted to know if you had an idea of how I could isolate the values on the tags (and apply the scale mainhand, offhand or twohand) like the basic parameters.
I don't know if it's understandable in a single message and if you'd even be willing to discuss it with me.
If not, we could discuss it on Discord. My pseudo : Alasthorn
Thanks for your time!
Hello, I'm on MV, and I'm working on a project along the lines of FF5, and I'm very interested in your plugins.
1st question:
I use a lot of yanfly plugins, do you have any known incompatibilities with your plugins ?
and where should I place the addon among the other plugins?
2nd question:
Is your dualwield plugin fully compatible with MV/MZ weapon attack formulas?
so that each shot of each weapon is calculated with its own formula?
And still on the MV/MZ weapon attack formulas plugin (as I'm interested in the package)
Do multi-line formulas work or, as with the basic skills formula box, am I limited to one line?
For example, is a formula like this possible?
const power = power1Base + Math.randomInt(power1Base / 8);
const def = Math.floor(b.def / 16 + b.armurePhysique());
const multi = Math.floor((a.level * a.atk) / 128) + 2;
Math.floor(Math.max((power - def), 0) * multi) ;
or a script call like this?
DamageFormulas.blackMagicAttack(a, b,power)
I'm sorry but I don't have much money so I want to be sure that the plugin is compatible with my project before I buy it.
Thank you for your understanding!