Dual Wielding

I managed to make a an off hand weapon that adds damage and dodge.  Just set the Type to Defense and the Attachment point to the left hand instead of right.  There does not appear to be any way to make it attack twice or make weapons that can be equipped in either hand.  Here is what my XML looks like.

Code: xml
  1. <GameItemType InternalName="Parrying Dagger">
  2.      <DisplayName>Parrying Dagger</DisplayName>
  3.      <Description>An off hand dagger designed to deflect incoming blows.</Description>
  4.      <Type>Defense</Type>
  5.      <WeaponType>Dagger</WeaponType>
  6.      <CanBeEquipped>1</CanBeEquipped>
  7.      <ShopValue>150</ShopValue>
  8.      <GameModifier>
  9.      <ModType>Unit</ModType>
  10.      <Attribute>AdjustUnitStat</Attribute>
  11.      <StrVal>UnitStat_CurrentWeight</StrVal>
  12.      <Value>0</Value>
  13.      </GameModifier>
  14.           <GameModifier>
  15.           <ModType>Unit</ModType>
  16.           <Attribute>AdjustUnitStat</Attribute>
  17.           <StrVal>UnitStat_Dodge</StrVal>
  18.      <Value>10</Value>
  19.      </GameModifier>
  20.           <GameModifier>
  21.           <ModType>Unit</ModType>
  22.           <Attribute>AdjustUnitStat</Attribute>
  23.           <StrVal>UnitStat_Attack_Pierce</StrVal>
  24.           <Value>4</Value>
  25.      </GameModifier>
  26.      <GameModifier>
  27.           <ModType>Unit</ModType>
  28.           <Attribute>AdjustUnitStat</Attribute>
  29.           <StrVal>UnitStat_MaxCounterAttack</StrVal>
  30.           <Value>1</Value>
  31.           <Provides>+1 Counterattack per round</Provides>
  32.      </GameModifier>
  33.      <IsAvailableForSovereignCustomization>1</IsAvailableForSovereignCustomization>
  34.      <IsAvailableForUnitDesign>0</IsAvailableForUnitDesign>
  35.      <Likelihood>200</Likelihood>
  36.      <RarityDisplay>Uncommon</RarityDisplay>
  37.      <AIData AIPersonality="AI_General">
  38.           <AIPriority>14</AIPriority>
  39.      </AIData>
  40.      <ArtDef>Dagger_ArtDef</ArtDef>
  41.      <GameItemTypeArtDef InternalName="Parrying_Dagger_ArtDef">
  42.                <GameItemTypeModelPack InternalName="Parrying_Dagger_Default">
  43.                     <IconFile>Parrying_Dagger.png</IconFile>
  44.                     <TintR>207</TintR>
  45.                     <TintG>53</TintG>
  46.                     <TintB>16</TintB>
  47.                     <GameItemTypeModel>
  48.                     <ModelFile>Gfx\HKB\Weapons\W_Dagger_01.hkb</ModelFile>
  49.                     <Texture_All>gfx/hkb/Weapons/FE_Weapons_01.png</Texture_All>
  50.                     <Attachment>hand_left_Lcf</Attachment>
  51.                </GameItemTypeModel>
  52.           </GameItemTypeModelPack>
  53.      </GameItemTypeArtDef>
  54. </GameItemType>

12,367 views 5 replies
Reply #1 Top

I was thinking to make that suggestion yesterday :grin:  

After i first saw Juggernauts i was thinking that Ythril would be nice to have dual wield as faction trait since they dont wear armor

Thanks for the info i ll try it later

Reply #3 Top

That's awesome.  Did you have to redo the whole skeleton or just set a new anchor point?

Reply #4 Top

Just a new point.