Dual Wield -> Free Hands

Last Updated: 27 March 2012 (Version 1.1)
Download Link: http://pastebin.com/raw.php?i=sewHVQZ7 (Version 1.1, 27 March 2012)
Download Link: http://pastebin.com/raw.php?i=9YjWKHnu (Version 1.0, 30 January 2012)

Changes the functionality of Dual Wield to allow the equipping of shield or one handed weapons in the off hand (shield slot) also supports two handed weapons.



  1. Maliki79 says:

    Hey Fomar! Thanks again for putting this script together. Now, after getting my full version of Ace and actually being able to test this, I think I found a bug. Whenever I equip a 2 handed weapon to an actor in the database and start up a new game, the weapon totally disappears. No unequip. Just total removal from my inventory. If I equip the item later via eventing or regular equip everything works as it should, so ultimately it’s not a horrible issue.
    But it IS a bug so I thought I’d let you know.

    I’ve had a chance to try a few configs to see what the deal is.
    I can’t figure it out, so I’ll just list the basic equips and outcomes here.

    Weapons were initially equipped in the database and then a new game was stated to view results.

    Attempt 1: Actor has 1 2-h weapon on main hand, no weapon in off hand.
    Result: Weapon deleted

    Attempt 2: Actor had 1 1-h weapon[a] in main hand and 1 1-h weapon [b] in off hand
    Result: Weapon [b] moved to main hand, weapon [a] deleted

    Attempt 3: Actor had 1 2-h weapon[a] in main hand and 1 2-h weapon [b] in off hand
    Result: Weapon[b] moved to main hand, weapon [a] deleted

    Attempt 4::Actor had 1 1-h weapon in OFF hand
    Result: Weapon moved to MAIN hand.

    *deleted weapons do NOT go into inventory!

    **After start-up of a new game, I can change the equipment via equip screen and it works as intended

  2. Fomar0153 says:

    Thanks for the research into the buy, I’ll look into it.

  3. Fomar0153 says:

    Updated to version 1.1
    The bug with initial equipment has been fixed.

  4. Leon says:

    This script seems to be incompatible with Yanfly’s Equip Engine script. It doesn’t give me a crash or anything, but the custom equipment slots I’ve made with Yanfly’s script just disappear. Any solution?

  5. CyberDagger says:

    This script worked just as advertised for my mage. He is now able to equip either a staff or dual daggers.

    With my rogue, I made an interesting discovery. Giving a weapon the tag but not having it lock the shield slot makes it into a one-handed weapon that dual wielders can only equip in the main hand. That way, I made it so my rogue can equip either dual daggers or a sword in the main hand and a dagger in the off hand. Was this intended, ir is it simply a fortunate accident?

    Also, I found out that this script breaks the Optimize function. It will not assign off hand equipment to dual wielders. Not a problem in my game, since weapon selection influencing more than stats makes Optimize irrelevant, and as such I intend to disable it. Still, that’s something you might want to look into.

    • Fomar0153 says:

      You can use it that way if you want. Not what the script was intended for but if that works for you.

  6. Killer B says:

    Apparently, Shields are still allowed to be equipped in the Shield slot when a weapon note-tagged is equipped in the main weapon slot. The only thing the script prevents is equipping a two-handed weapon in the Shield slot when dual-wielding.

    Test environment:
    - New project
    - Copy ONLY the aforementioned script in the materials section in the Script editor. No other scripts active.
    - Notetagged the default “Battle Axe” with
    - Created an Event that adds two “Hand Ax”es and two “Battle Axes” to inventory.
    - Added Slot Type: Dual Wield to Actor 001 (Eric in a default project)


    Equipment combinations allowed by demo:

    Weapon: Battle Axe (again, this is note-tagged with )
    Shield: Hand Ax

    Weapon: Battle Axe
    Shield: Wood Shield

    Weapon: Hand Ax
    Shield: Hand Ax

    Weapon: Battle Axe (note-tagged with )
    Shield: none

    Combinations A and B shouldn’t be happening. With a two-handed weapon, the Shield slot should be disabled completely. Combinations C and D are valid, of course.

  7. Killer B says:

    Argh! Keep forgetting that HTML tags get removed here!

    Anything that refers to “note-tagged” above should have [two-handed] afterward (replace the brackets with less-than/greater-than symbols).

  8. Killer B says:

    DOH!!!! Always the simple stuff. That’s what I get for misreading “Notetag two handed weapon with [two-handed] and have them disable the shield slot.”

    “It’s ‘AND disable the Shield slot,’ not ‘TO disable the Shield slot!’ Bad Killer B! Bad!”


  9. Celebrus says:

    Hi Fomar, when I use Optimize with your script, it will REMOVE the second weapon if there is no shield to take its place. I understand replacing the second weapon with a shield, but I don’t think it should just unequip a weapon… Anyway, thanks!

  10. reifayeran says:

    thank you very much, this script resolve all my problems now :)