Okay, so here's the system in my project:
You've got two weapons. A main weapon and a sub-weapon. The purpose of this is that your main weapon is your primary method of dealing damage while your sub-weapon is primarily for secondary effects. For example, one might specialize in lowering enemy Defense. One might poison enemies. Et cetera.
What I DON'T want is the two weapons intersecting into each other, so unless there's a way to separate them, I'm doubting that simply using Dual Wield would help this issue (ESPECIALLY since that'd allow you to equip what's intended to be a main weapon into the sub-weapon slot, and vice versa). My ongoing idea (which if you have a better one, PLEASE run it by me) is to make the sub-weapon in the Armor category. Problem with that is, I don't know how you'd set up weapon animations (via Yanfly's Battle Core) using armor.
To maybe help explain this in another way (I know my previous explanation doesn't make a whole lot of sense)...
WHAT I WANT:
-two weapons, a main weapon and a sub-weapon
-both weapon types are unique to their respective slot (i.e. no big swords in the sub-weapon slot, and no small swords in the main weapon slot)
-the basic Attack option only uses the main weapon (although having unique options for BOTH weapons would be great, too)
-both animate separately from one another depending on which is being used.
-weapon skills based on what combination of weapons you have equipped (but no intersecting weapon skills, i.e. there's no skill unique to having a sword and handgun equipped at the same time. Just sword skills and handgun skills.). I can probably work out the sub-weapon skill requirement conditions on my own, I just need to know how to animate a "weapon" from an armor slot (using Yanfly's Battle Core, of course).
WHAT I DON'T WANT:
-both weapons EVER being used at the same time for anything, ESPECIALLY your basic Attack option
-having to allow the player to go into the Equip screen during battle in order to change weapons on a whim
Can anyone help me with this?