Okay, using the given information, it appears we might have two separate issues here.
- In some of your tests, it would appear that the actor is only dealing offhand damage, despite hitting twice.
- Dual Wielding with action sequences doesn't seem to be working for (most?) skills.
First, for issue #1, the calculation is probably correct for the offhand damage, as you mentioned that the mainhand hit has a modifier of 0.9, which could only have been applied if you were using the Dual Wield modifier, which applies to both the main and off hands, meaning the offhand calculation is ((atk * 0.9) * 0.75 + offhand atk).
So, the next thing to do is to check that the swing counter is properly being reset after each hit. Were each of these tests done successively, from the same instances of the game? Did you have one actor who had all of these skills set, and just used them one after eachother in the same battle test without resetting in between? The current swing is stored as a value on the battler, so $gameParty.leader()._numAttacks should show a number in the console when you call it. it should return one of three values, undefined or 0, or 1. If it shows undefined, that means the actor has not yet attacked in this battle, and so, the next hit should be a main hand one. If it is 0, that means they have attacked before, but the next hit is still going to be a main hand hit, and if it is 1, the next hit will be an off hand hit.
I think maybe it's getting stuck with the swing counter at 1, somehow, and just keeps doing the offhand attack, but only after one actual dual wield attack has already been performed. If the above console command shows a number higher than 1, then the counter is never being reset, so it just defaults to doing an offhand swing because the value isn't 0 or undefined. We can fix that, if that turns out to be the case.
For the second thing, the problem is going to be a bit trickier to work around. Dual Wield only affects the default attack skill, but it also has a function that checks if the action being used is the 'attack skill', which in RMMV was used by the YEP Weapon Unleash plugin to 'replace' the attack command with other skills. Because this plugin specifically uses the AttackTimes+ trait, which only affects the default attack skill, any skill that the engine doesn't consider the default attack will remain unaffected.
It sounds like you're using an Equip Skills plugin to set the attack skill, but I'm not entirely sure that is all that needs to be done here, as I don't have that plugin myself so I cannot verify if it correctly sets your equipped attack skill as the attack skill, you know? It doesn't seem like it is, and this is why your second test didn't seem to work at all. In RMMZ, there is a trait to set the 'attack skill', instead of equipping a different skill as the basic attack, try setting a trait on the class to change the attack skill to the same exact copy of the default attack skill with no action sequence, and see what happens.
In your third test case, it would appear that the dual wielding 'works' but isn't working as intended. The reason for this working over the second test case would appear to be because you reverted to using the basic attack skill again. With that being said though, I think the problem here is not that it doesn't work, but that it is working as intended, I won't be able to tell myself unless you show me the entire action sequence of the attack skill to confirm, but I will explain what is happening anyway.
When a normal actor uses the normal attack it goes through the following steps:
- Setup Actions
- Whole Actions
- Target Actions
- Follow Actions
- Finish Actions
Even without setting one up, the default attack skill still has an action sequence, as the VS team has made it so that they follow a default action sequence if one isn't specified. With the attack skill specifically, the action sequence changes slightly if the user has an Attack Times+ trait on them.
- Setup Actions
- Whole Actions
- Target Actions
- Target Actions (repeat until Attack Times+ is reached)
- Follow Actions
- Finish Actions
As you may have guessed from this, dual wield functions by adding a hidden Attack Times+ to the actor, and causes their second swing to be an offhand swing instead of the main hand one. The problem here would appear to be that your custom sequence only deals damage in the target action section, and nothing else. Since I suspect all movement and animations are done during the setup (or whole, but probably setup) action, the only thing that repeats is the action effect in the target section. Again, I'd have the see the sequence to be sure, but the default sequences they use generally put attack motions and animations in the target section too, and that's why the default attack sequence works fine.
Your other note about <dual wield skill> not doing what you'd expect it to is also a bit of a misunderstanding. That tag makes it so that a multi hit skill will do split damage, and nothing else. It does not inherently make the skill hit more times. If my assumption in the first bit up top there is correct, at the time you tested this, the actor was probably already locked to the offhand some how, so that's why it only did offhand damage, again though, that's likely a bug I can fix.
To make a skill that only strikes twice if the user is dual wielding, you'd have to add in a section in your action sequence locked behind an if check that checks to see if the actor is currently dual wielding. In MV version of this plugin I had included special action sequence commands that repeated sections of the sequence if the user was dual wielding, but I could not do that in MZ because the VS BattleCore is obfuscated, and they moved action sequences to common events so I'm not sure how they're parsed. Something like
if (user.isCurrentlyDualWielding())
//repeat target action plugin calls
end
should work for you there.
So in conclusion,
- See if you set the attack skill by adding an 'Attack Skill' trait to the actor's class if it works like the default attack, rather than equipping a different skill using the equip skills thing you're using.
- Show me what your custom action sequence looks like, and if it's only got an 'action effect - target' in the target section, that's probably why it doesn't work.
- Check those numAttacks variables and see if it's maybe not being reset correctly after an attack, and that's likely why it seems like all your split attacks are only doing offhand damage.
-Ramza