Classes are handled silly in RPG Maker 2003. The class settings don't matter at all on startup (it only shows the class name in the status scene), everything else is only applied when "Change Class" event is used...
The naming in liblcf is really inconsistent what do you think about adjusting this?
mighty_guard <-> super_guard
lock_equipment <-> fix_equipment
two_weapon <-> two_swords_style
Fix class handling for options: Two weapon, Auto battle, Equipment lo…
…ck and Strong defense
Use battle animation of the class only, when changed by an event comm…
…and. Fix #916
Is sword the only weapon that can be used two-handed? I guess no, so weapon should be the right term here (and not caring, whatever rpg maker uses here, their translation is not good in some other cases too).
The problem here is that liblcf has two different names for the same things depending on if you look in RPG::Actor, RPG::Class or RPG::SaveActor.
two_weapon is obviously better then two_swords_style, bad translation.
And two handed doesn't fit because it's not a single weapon for 2 hands but 2 weapons for 2 hands and no shield :D
Make lock_equipment, two_weapon and strong_guard consistent across Ac…
…tor, Class and SaveActor
Respect strong defense in battle
jenkins: test this please
Do you want to rename bool Game_Actor::GetTwoSwordsStyle() too or should it stay this way?
Rename GetTwoSwordStyle to HasTwoWeapons
good point, gimme a moment
looks good to me now, merging after jenkins is ready.