Okay, that is weird.
So where the battle system is picking up that the actor is currently dual wielding, even when he isn't, one of two things is happening:
- The weapon isn't actually twohanded
- Maybe something broke the notetag, or the function that turns the weapon twohanded?
- The function that checks if the actor is currently dual wielding isn't properly detecting the actor as wielding a two handed weapon.
To test for the first thing, in battle, from the console, we can use almost the same script as before:
$gameParty.members()[1].equips()[0]._isTwoHanded
This will return true if the weapon in the main hand of the actor is tagged as two handed.
If the script returns false:
- The <twohanded> note tag on the weapon is not present, or is otherwise not being parsed, maybe it's inside of another tag by mistake, or has been typo'd
- The note tag is being parsed, but it's being removed by something else, this would be the weirdest compatibility problem I'd have encountered, as something would need to be specifically removing that value from every item after my plugin loaded, which would almost be malicious.
- The note tag exists, but you're using an older save file from before this plugin was installed to test, meaning the items in your savegame's database are from before this note tag was present to be parsed.
If the script returns true:
- Something might be removing your weapon temporarily during the attack sequence. This could be a state, or an action sequence. If at some point during the skill use you don't have a weapon, the system considers dual wielding barehands as dual wielding, so it would call your actor dual wielding.
- If that was the case though, it wouldn't consider you as currently dual wielding via the previous script call except for in the middle of the attack sequence, meaning it should show false on that above script check during the idle part of battle.
- There is a problem with the logic in my function that determines if someone is dual wielding, that isn't taking into account a two handed weapon. That's be a major bug, and it'd be weird if no one had noticed it until now, but could be possible.
For transparency sake, I haven't tried to recreate this problem yet, as I had recently fully reinstalled windows and haven't set up my test environment yet. If the second option above is true, I should be able to easily reproduce the problem, though.
Anyways, put the above script into the console and see what it gives out, I'll get my test environment going here and start seeing if I can reproduce the problem.
~Ramza