In 2k, dual wield is treated as a combined single attack with 2 weapons.
We don't do any of this. Instead it looks like we just emulate the 2k behavior of doing a single combined hit.
For a double attack, we don't select a 2nd target if the first one kills.
We also don't even show the 2 weapon animations in 2k3, only the first one.
Open Questions:
Weapons designed to attack multiple times and attack all targets at the same time are also unimplemented, only attacking a single target one time.
A little more background here:
RPG_RT has a RPG_Actor::usedWeapon flag that it sets for dual wield attacks. Then it has an entirely different code path for actor normal attacks, including a copy of the functions like GetAtk(), AtkHasAttribute(), etc.. which only take the usedWeapon into account instead of both weapons.
Answers to the open questions:
How is hit chance determined for attack? For each weapon individually or max()
In RPG Maker 2003 battles the hit chance is determined for each weapon individually. I tested this in RPG_RT with an actor who wields a 100% and a 0% hit chance weapon. The first strike (with the 100% hit chance weapon) always hits and the second strike (with the 0% hit chance weapon) always misses.
How is hit chance determined for physical skills?
The hit chance for physical skills is not affected by the weapons at all. The rules of a skill with failure_message set to 3 apply.
Thanks, these behaviors are already implemented in #2320 and confirmed in RE. I just forgot to update this issue.
All that is left to do is to:
Normal algo to use Game_Battler::WeaponNormal algo states to support single or multiple weaponsThis is now fully implemented in #2399