This plugin has been updated to a much newer, easier to use version. I completely advise against continuing to use the deprecated version contained in this topic. Please visit the topic for the new version here.
The newest version fixes many bugs that this version had, but is no longer compatible with the functions from this plugin.
It correctly handles barehanded offhand or mainhand weapons
It supports two-handed weapons, which can't be equipped into the offhand, and cannot be wielded with a weapon in the offhand
It also supports offhand and mainhand only weapons, which can only be equipped on their respective slots
Also supports light shields that can be equipped alongside a two-handed weapon (like a buckler)
It allows the player to equip a shield into the offhand weapon slot of a dual wield actor
The basic setup for this new version is plug and play - there is virtually no setup required to get it working out of the box.
Has fewer plugin requirements, only needed YEP_BattleEngineCore
Supports special weapon animations from YEP_WeaponAnimations
Has a powerful menu extension plugin that shows separate attack values for the main and offhand weapons, and interfaces with my shield block plugin as well to show that if desired.
Once again, this topic contains the old version of this plugin, which is inferior to the new version in every way. Please update to the new version rather than use this one.
Check inside the spoiler for the original content of this post.
Spoiler: Old Post
By default, dual wielding is pretty terrible in RM MV. For one thing, it's difficult to balance dual wielding at all, and you often need to use plugins to get around a lot of logic problems concerning it. But WORST OF ALL (probably not really), the battle setup for it is GROSS.
I dunno about you guys, but my vision for dual wielding involves actually attacking twice, and by default, that isn't how dual wielding works. If you add an extra weapon attack to a dual wielding state, you fix that problem, but then you have a glaring animation issue, namely that stupid cross shaped... thing. When dual wielding was one hit, this was alright, but now that you're hitting twice, it looks like you're actually hitting four times. Well I set out to fix it... and was mostly successful.
Ramza's True Dual Wield Plugin for RMMV: version 1.0.5
What does it do?
New in v1.0.5:
Bug fixes regarding missed hits
New in v1.0.1:
Actors do damage per swing based on the attack of their equipped weapon in their main/offhand
V1.0.0:
Changes the default behavior of the attack animation of dual wielding actors
The default battle animation was originally two battle animations played on top of each other, the one from the offhand mirrored.
Using this plugin, an actor who is dual wielding will alternate between his mainhand weapons animation and his offhands
also alternates the weapon sprite graphic between both weapons
supports odd numbers of hits (skills that do 3 hits) without losing weapon metadata
Why?
The original dual wielding animation was gross if you were using it with a state that made dual wielding hit multiple times. After I mucked with the animation thing, making the weaponsprite show up correct was also a priority.
Usage:
In v1.0.1b and above RamzaDWMissCorrection(user) can be called from an action sequence if a miss is detected, to force the attack immediately following the missed attack to deal the proper amount of damage and use the correct animation. The weaponsprite currently still displays as the one that just missed, however. Fixed in v1.0.5.
In v1.0.1 and above, if you are using an action sequence that calls the 'action effect' before you call the 'attack animation', there is a new parameter in the plugin that needs to be set to true, and a function call to RamzaDMGsetup(user); must be made in your setup sequence.
This plugin overwrites the function Window_BattleLog.prototype.showActorAttackAnimation from rpg_windows.js As such it will be incompatible with any other plugins that change that function
YEP_WeaponAnimation is required for this plugin to function. All weapons should have a <Weapon Image: x> note tag on them to prevent weird behavior
This plugin needs a new save to be tested correctly, unless the weapon animation plugin was already installed and set up when the original save was made
I have not tested it without the use of action sequences. I specifically use the Finish Action to call a cleanup function to ensure that weapon metadata isn't lost in certain circumstances
For it to properly work, you need dual wielding to be set up as a state that increases attack by (at least) 1. See image:
Free for all types of use. You don't even have to credit me for it (although it's be neato if you did).
Also remember that you need a couple of Yanfly's plugins for this to completely work so... abide by his terms of use too.
Known Issues:
If an actor is dual wield type, but has no weapon in his main handeither of his hands, all attacks will be animated with the metadata of his offhandequipped hand(animation weaponsprite swingtype) the weapon damage of both hands remains as it should. This seems to be rmmv preventing a scenario where someone who is actually using a weapon at all would show a barehanded animation. I will attempt to fix this behavior for the next release.
If your attack action sequence has a conditional hit system built into it (not showing the attack animation unless a hit is detected) if a dual wield character misses on the mainhand attack, the offhand attack will use the metadata from the mainhand. The cleanup script detects this as an odd numbered attack (because you only called the animation once) it turns out this happens whether or not your action sequence is setup to detect hit before showing any animation or notFixed in v1.0.5.
v1.0.1b: if the new RamzaDWMissCorrection(user) function is used when a miss is detected during an action sequence the above problem will only show the weaponsprite of the primary weapon, while showing the battle animation of the offhand, and dealing damage as if it were the offhand weapon
Happy RPGMaking everyone. If you have any bugs or suggestions, feel free to post them. I'm pretty new at this so it might not be in my wheelhouse to fix, but I'll give it a try,