Hello there.
Turns out, that is a quirk with how I added the extra attack. It might actually even be a bug, now that I think about it. The extra dual wielding attack is just given to the actor as if he had Attacks+1 on him, but is not calculated in the same way, so giving him another attacks+1 trait does not give him a third hit.
I think this is just a logic problem on my part. I accomplished this by changing the function where it returns the number of attacks+ the actor has, to return either 1 or their attacks+ number, instead of 0 or their attacks+ number. Meaning if the two numbers are both one, it will still only do one extra attack.
Line 891 in the latest version of the dual wield plugin is where this happens:
return Math.max(this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_TIMES), 1)
if you change that line to read the following, it will fix the problem:
return Math.max(this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_TIMES)+ 1, 1);
-Ramza