#==============================================================================## Dual Wield Separate Attacks by Lytanathan## When a character is wielding more than one weapon, perform an attack for# each weapon equipped, using only that stats of that weapon and not the# others.## Instructions: Place any skills that are attack skills inside the array# ATTACK_SKILL_IDS found below. That is all.## Is (as far as I can tell) compatible with Yanfly's Ace Equip Engine.## So far, partially compatible with Yanfly's and Victor Sant's scripts for # changing the attack formula of the equipped weapon. (Or rather, those scripts# work as they are supposed to, but both weapons end up using the same formula.# If both weapons HAVE the same formula then it everything is good, but if not# then the slot 1 weapon's formula overrides the slot 2 formula)# I am working on this, but I am not a very good scripter and I am not very# confident I will be able to fix it. It took me nearly 24 total hours of coding# just to come up with the single function you see below here.##==============================================================================#==============================================================================#+-----------------------------------------------------------------------------#| BEGIN EDITABLE REGION#+-----------------------------------------------------------------------------#==============================================================================module LytBase ATTACK_SKILL_IDS = [1]end#==============================================================================#+-----------------------------------------------------------------------------#| END EDITABLE REGION#+-----------------------------------------------------------------------------#==============================================================================class Scene_Battle < Scene_Base def apply_item_effects(target, item) #If attacker is an actor and dual_wield if @subject.is_a?(Game_Actor) && LytBase::ATTACK_SKILL_IDS.include?(item.id) && @subject.dual_wield? #Remember equipped weapons weapon_list = @subject.weapons case #Do weapon 0 stuff when $game_variables[197] == 0 #Remove weapons not being used to attack for weapon in 1..weapon_list.size-1 @subject.change_equip(weapon, nil) end #Perform attack target.item_apply(@subject, item) refresh_status @log_window.display_action_results(target, item) #Replace weapons not being used to attack for weapon in 1..weapon_list.size-1 @subject.change_equip(weapon, weapon_list[weapon]) end $game_variables[197] = 1 #Do weapon 1 stuff when $game_variables[197] == 1 #Remove weapons not being used to attack for weapon in 0..weapon_list.size-1 @subject.change_equip(weapon, nil) end #Perform attack target.item_apply(@subject, item) refresh_status @log_window.display_action_results(target, item) #Replace weapons not being used to attack for weapon in 0..weapon_list.size-1 @subject.change_equip(weapon, weapon_list[weapon]) end $game_variables[197] = 0 end #case #Else regular attack stuff else target.item_apply(@subject, item) refresh_status @log_window.display_action_results(target, item) end endend