public

Rpg Maker Developers Group

Simple enough for a child, powerful enough for a developer

2 Followers

MZ [SOLVED] Assistance with Triacontane's Zweihander Plugin

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ [SOLVED] Assistance with Triacontane's Zweihander Plugin
  • Original author: starguy
  • Original date: January 16, 2025
  • Source thread: https://forums.rpgmakerweb.com/threads/solved-assistance-with-triacontanes-zweihander-plugin.174755/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests

Summary

Hey all. Like the title says, I'm using Triancontane's Zweihander plugin. It seems to apply the effects of the plugin if a weapon in slot 1 seals slot 2, which is well and good. What I would like is for the second slot to not just be 'greyed out' but have the weapon name appear there as well, so you can visually see that weapon is taking both hands to use.

Archived First Post

Hey all.

Like the title says, I'm using Triancontane's Zweihander plugin.

It seems to apply the effects of the plugin if a weapon in slot 1 seals slot 2, which is well and good.

What I would like is for the second slot to not just be 'greyed out' but have the weapon name appear there as well, so you can visually see that weapon is taking both hands to use.

I currently also have this bit of code edited to label empty slots with "Empty," in case this would affect any js that will do what I'd like.

Code:
Window_EquipSlot.prototype.drawItem = function(index) {
    if (this._actor) {
        const slotName = this.actorSlotName(this._actor, index);
        const item = this.itemAt(index);
        const slotNameWidth = this.slotNameWidth();
        const rect = this.itemLineRect(index);
        const itemWidth = rect.width - slotNameWidth;
        const itemNameY = rect.y + 3;
        this.changeTextColor(ColorManager.systemColor());
        this.changePaintOpacity(this.isEnabled(index));
        this.drawText(slotName, rect.x, rect.y, slotNameWidth, rect.height);
        if (item) {
            this.drawItemName(item, rect.x + slotNameWidth, itemNameY, itemWidth);
        } else {
            this.drawText('Empty', rect.x + slotNameWidth, itemNameY, itemWidth);
        }
        this.changePaintOpacity(true);
    }
};

Again, any and all help is appreciated! Thanks!

Downloads / Referenced Files

Log in to download

Log in, then follow the RPG Maker Developers Group to see these download links.

Log in to download
Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

#039#rpg-maker-archive#js-requests

Replies (0)

No replies yet.

0 replies 1 view

Log in to reply.

User Avatar