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Rakon

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A member registered Aug 14, 2020

Recent community posts

Hello Rasak,
I think the download file is outdated, because the downloadable .rar is from 2021. No Crab or snail update in there :-(

Hello! Nice tools you made there.
Maybe some kind of refresh button would be cool, because right
now I close and reopen the tool to get the refresh.
Or do I miss something obvoius? 

And would it be possible to implement a global terrain tag for every animation?
It is a little bit tedious to set the tags for every map.

~Rakon

Hello!
Is there a script call to force a animation to play?
I have a sprint mechanic and want to play a dust animation every 2-3 steps.
Thank you in advance.

Hey Ramza!
I麓m really thankful that you are always implement my suggested features.
That is really awesome of you and I hope I wasn麓t to pushy at times.

I took a quick look at the new features and it seem to work without errors.
I will let you know if I find anything.^^

Hello Ramza!
Do you have time for the suggested feature?
It would really help me out^^

Have a great day!

Exactly! I want to use your plugin as you descripe. ^^

Omg I soooo stupid... I know exactly why you can麓t replicate my issue, because there is none. It was all a huge misunderstanding on my part.

Back when I purchased the plugin it was on version 2.69. I set it up and it was perfect for my needs, because a dual wielding char with 2 weapons in his hands was attacking only ONE time. That was exactly the behavior I was looking for. I just wanted one damage pop-up regardless if the char is one-handed, two-handed weapon or has two weapons in his hands.

Time went by and I was working on other parts on my game where the dual wielding character was not important and I think I never tested it again. Now that wrong behavior from version 2.69 is fixed and my brain thinks it麓s wrong... there is a bug.. and so on...  Completely blind by the fact that this was never an intended feature...

To finalize my post of stupidity I would like to suggest such a feature. An option to not attack twice, even if the character is holding two weapons. 

Sorry for the confusion I have caused!

The bp are like boost points from octopath traveler. They are used to get more hits from your basic attack.

But I think it is more confusing than helping for to include them in my post. I麓m almost 100% sure it麓s not my action sequence, because my character still attacks twice, if I remove it entirely.

I placed the plugins in your order, but no change.

It is the default attack and not a clone and I麓m not using the weapon unleash plugin.

But I use action sequences. Here the target section:

<target action>

if user.isActor()

move user: target, base, 22, offset x +100

else

move user: target, base, 22, offset x -60

end

motion escape: user

face user: backward

wait for movement

motion thrust: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

if user.bp >= 1

wait: 15

motion swing: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

end

if user.bp === 2

wait: 15

motion missile: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

else if user.bp === 3

wait: 15

motion skill: user, no weapon

face user: forward

wait: 8

action animation

ANIMATION 4: target

ACTION EFFECT

end

</target action>

No monkeygrip plugin. All of your plugins are close of the bottom of the list.

*note: I haven麓t used the bock chance plugin, thats the reason its disabled.^^

I just found out that now a two handed char will always attack twice, when he does NOT wield a shield. Unfortunately even if barehanded attacks are turned off.

(1 edit)

Thank you for your quick update!^^

Unfortunately the second issue is still present and the character double attacks when he wields only one weapon and nothing in the other hand.

I just noticed another thing.  When a two-handed character only wields a weapon in his main hand, he will attack twice, even if barehanded attack is turned off.

I get an error on an dual wielding char only if she uses a sword and a shield and performs a skill. When she uses two weapons, the error does not occur. I think it has something to do with checking the weapon type of the offhand, but since it麓s a shield, it throws the error.  I hope I explained it enough^^

Hello Ramza!

It would be cool if the recipe list shows you the current amount of the item you have in your inventory. This way it麓s easier to keep track how many items you wanna craft. Maybe you have time to implement that!^^

I don麓t know if you have the Yanfly library, but here is the link to the one I mean: http://www.yanfly.moe/wiki/Item_Menu_Categories_(YEP)

Hello Ramza!

Really cool you implemented it and it works great^^

Would It be also possible for you to make it work with Yanfly Item Menu Categories? You can basically setup as many categories as you want and it would make navigating even more comfortable. With this you could seperate all the armor types like shields and helmets.

Maybe you like my idea!^^

Hello Ramza!

Any updates on that feature?

And is there any way to tip you? You have updated this plugin so many times and I want to honor that my friend!^^

Hey Ramza,

would it be possible for you to add the item types like hidden item A and B to the "Use Item Category Window" option? I would like to use the category window, but some of my important ingrediants are items with the type hidden item A. Would be cool if you consider it^^

Uiuiuiui! I just tested it and so far it works great. Thank you very much Ramza!^^

Hello Ramza! Do you got time to look at the problem?

Hello Ramza,

Unfortunately the <Forbidden wtypes: x, y, z> do not work anymore for weapons. I tested it on the previous version and it worked, on the new update don麓t.

The new features work fine, thank you for that!^^

Awesome that you wanna add this function, thank you!

I took a look at the <Forbidden Wtypes: x y z> function and it turns out when you have a claw in you your offhand equipped, you can only select claws for the mainhand. This works fine as the description of the function says, but wouldn麓t it be nicer if you could select also all the other weapons the character could equip?

Lets say you have a claw in your offhand, it still let麓s you equip all the other possoble weapons in the mainhand, but if it麓s not a claw ether, it should clear out the offhand. With this version the player could always see all the weapons he can use on the character.

Maybe this is an interesting mechanic you wanna add? But it is not really an important one xD

Hey Ramza! Dipped my toe into this plugin and it works well so far. But there are two little things I want to do with it.

I have a character who can eqip 3 different weapon types, these are swords, claws and chakrams. The sword is a one handed weapon and can be equipped with a shield. everything fine.

The other two should be weapons for dual wield like 2 metalclaws etc.