Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dualtechs for RPG Maker MV and MZ

Let your actors combine their skills in RPG Maker MV and MZ · By HeroicJay

Bug - RMMV DTB linked function broken

A topic by zelanius created Apr 20, 2025 Views: 188 Replies: 15
Viewing posts 1 to 4

Hi HeroicJay, recently, I updated the plugin in one of my projects, and I noticed that when skills are linked under DTB, the actors will "freeze" in subsequent rounds. This also happens with new projects. This happens with linked skills in DTB in RPG Maker MV (I did not test on any other systems like CTB or RMMZ).

Sequence of events in my test battles (both existing and new projects):
1. Battler 1 attacks/guards/skip turn, Battler 2 uses linked skills on first turn that involves Battlers 3 & 4 with a casting animation (a triple tech under a Skill Type that is a "Magic Skill" in the Database System settings).
2. On second turn, after Battler 1 selects an action, I cannot select any actions for Battlers 2 to 4 (all of whom immediately went into a casting animation), and the turn simply executes with Battler 1's action.
3. I tested this without the animation as well by removing the Skill Type from the list of Magic Skill and it is more or less the same result, less casting animation.
4. I then removed the "linked" in the notetag, and everything suddenly works as intended as unlinked techs.

P.S., I love the original Jay's Journey and is still hoping for the release of your reimagined versions. In the meantime, would you consider releasing the original for download on itch.io, please?

Developer

May I ask what other plugins you're using, and for the most relevant ones, which versions of them? (Linked turns doesn't work in DTB without Battle Status Window, so I'll presume that and Battle Core are in use.)

As for releasing the original Jay's Journey here, don't think I haven't considered it. But I would only put it on itch.io if it was compatible with the official version of the RPG Maker 2000 RTP, and... well, let's not go into specifics, but it's not. You'd know why if you were a part of the RPG Maker scene during that time period. Updating it to work with the official RTP would require time and money (not a ton of money, but it's money I haven't spent.)

Yes, I do have Battle Core and Battle Status Window. The linking itself works. It is just that the battlers ended up getting stuck, as though they keep selecting the linked skills without executing the effect. Having the same plugin but not linking the skill allows it to work just without the link, which was why I pinpointed it as specifically a linking issue. Hope this clarifies.

I was not very much into the Maker scene back then, but I recall that there was some assets used that were outside of the RTP. I actually managed to get it running on my Android device, but had to download a few things to make it work.

Developer

I'm sorry, I wanted a full plugin list, as well as the plugin versions.

(3 edits)

Noted, I will take a look later and send a list of plugins by editing this message.

EDIT: Here is the list in my test game:
1. YEP_CoreEngine v1.32
2. YEP_BattleEngine v1.51
3. YEP_BattleStatusWindow v1.09
4. YEP_SkillCore v1.13
5. YEP_ItemCore v1.30
6. YEP_EquipCore v1.18
7. YEP_WeaponUnleash v1.05
8. YEP_StatusMenuCore v1.04
9. Jay_DualTech v3.2.4
10. YEP_KeyboardConfig  v1.04

EDIT 2: I tested it with battlers in different order, in the latest case, battlers 1 & 3. The linked skills worked, but battlers 2 & 4 are not acting correctly - I tried to select "Attack" for both, and if I select for 2, battler 4's action gets cancelled and vice versa. In the end, the linked skills worked, but then I had to skip turns to get the actions executed, and in the end, only either battler 2 or 4 could take actions.

EDIT 3: I cannot quite replicate the same issue from my initial posting, but the issue in EDIT 2 of this message keeps coming up in my new test game, so perhaps I had some other plugin compatibility issue. Nonetheless, there is definitely a linked skill issue as the error in EDIT 2 keeps coming up as long as I am using a linked skill with 2 battlers. With a linked skill that links 3 battlers, the 4 battler could select an action without problem. However, whether the linked skill is with 2 or 3 battlers, as long as another battler is selecting an action and executing it, the linked skill will not execute. To summarize the issue I face in the new game with just the above list of plugins when skills are linked:
a. linked skills does not execute despite being selected as long as another battler has an individual skill queued
b. not able to select actions for battlers using individual skills without them cancelling one another

Hi HeroicJay, I suspect my edits are not showing up as notifications, so posting a reply just in case.

Developer

Nah, I'm sorry, awkward time for me. I'll look into it when I'm able.

Developer (1 edit)

Okay, sorry for the holdup, but I don't have a lot to report yet. I cannot replicate this bug with the plugins I have, but that's not the entire list of plugins you have, and the version numbers are different. I'll get more plugins and later versions and try to see if I can replicate it with those.

EDIT: I don't appear to have Weapon Unleash or Status Menu Core already, I didn't see them among Yanfly's free plugins, and I'd strongly prefer not to pay for them if I'm never going to use them outside debugging purposes. Hopefully, they're not key to triggering this bug.

Developer (2 edits)

I'm not seeing either of these bugs with the plugins I have access to. Turn order works as expected, both on the turns the multitechs are used and future turns. Perhaps there's an incompatibility with the two I don't have - Weapon Unleash or Status Menu Core? It's hard to say from here without more information.

When the skills activate, do the skill icons disappear from all involved actors? They should - and do when I test.

One other possibility is a change made to the base RPG Maker MV game code - who knows how old this test project is? - but I'm not expecting that to be a factor. EDIT: Nope, all is fine in a fresh project too.

Hi HeroicJay, thanks for the reply. I will try to find time this week to try to see if I can replicate the bug, but work picks up for me in the beginning of the month with my day job, so it might take some time before I can get back to you.

As for Weapon Unleash and Status Menu Core, I believe they are both paid plugins as they are not in YEP free starter pack. Status Menu Core should not impact any battle or skill related plugins, but Weapon Unleash does affect skills, so I think maybe that is the problem. Will try disabling it and report back.

Hi HeroicJay, I am happy to report that Weapon Unleash was indeed the issue!

I first tried going back to that old project that I mentioned in my first post and disabling it just to see if it works, and it ran perfectly. This also means that the plugin is compatible with everything else I had (in that project, I also had some plugins from SRD, Caethyril, Alistair Engine, Galv, Ramza, Toby Tasha, YoraeRasante, Turran, and some commissioned ones from Trihan that I have recently asked him to release publicly after testing them). In other words, the only compatibility issue was with Weapon Unleash, at least out of the plugins I had.

I will just work around it, as I was mostly using it in conjunction with Target Core and Row Formation to determine how far back a weapon's range is for the attacking battler (e.g., Bow users can attack from Row 3 but not Sword users), but I am already applying a JS to the other physical skills that are shared, so Weapon Unleash was just a convenience tool rather than a necessity.

Developer

Huh, I wonder what in that plugin specifically was so incompatible with Dualtechs to cause all that. I would guess we modify some function or another in different ways - likely candidates are selectNextCommand or removeCurrentAction.

I went through the Weapon Unleash plugin and it does have 2 lines pertaining to selectNextCommand.  They appear when replacing the skill ID used for Attack and Guard in Scene Battle. Hope this clears things up?

Developer (2 edits)

Wow, I actually found Weapon Unleash in a download from ages ago, and the issue is not even close to anything I expected. In essence, it's a... bug? maybe? in Weapon Unleash that may or may not affect things normally (still piecing this mess together), and to be honest, I'm a little surprised it works when Dualtechs ISN'T installed. 

I'm still piecing things together, but the Dualtech is being resolved when it isn't supposed to be. Actually, I'm not even sure it's necessarily Weapon Unleash that has it wrong, but something isn't communicating correctly with other things.

EDIT: I'm understanding a little better what's going on here, and... I'm not actually sure it's a bug in Weapon Unleash OR Dualtechs individually, but it's certainly a weird interaction when both are together.

Developer

All right, I fixed compatibility. It might not affect your project any longer, but someone else might want to use the plugins together in the future, right?

Yes, that's true. I did a test and it works perfectly in a new project. My old project is still acting weird, so there might be other compatibility issues (or maybe just plugin order) that needs to be sorted out.