Fomar0153 121 Posted January 30, 2012 Dual Wield -> Free Hands Version 1.0 by Fomar0153 Introduction This script 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. Features + Can equip one handed weapons or shields in off-hand. + Two handed weapons. Screenshot How to Use First copy the script into your scripts section then consult further instruction located at the top of the script. Script The most update version of this script can always be found on my blog. Direct Link. F.A.Q. No questions asked. Credits and Thanks Fomar0153 Author's Notes Not 100% that there are no bugs, let me know if you find any. Thanks. 3 xexazow, oriceles and Jun33 reacted to this Share this post Link to post Share on other sites
Hesufo 12 Posted January 30, 2012 Finally a solution to the Dual Wield issue. Good job Fomar, I'm pretty sure a lot of people will find this super useful~ 1 Fomar0153 reacted to this Share this post Link to post Share on other sites
Knightmare 170 Posted January 31, 2012 Hey alright! Nice job Foam, glad to see this. Keep up the good work my man. Share this post Link to post Share on other sites
Maliki 4 Posted January 31, 2012 Awesome-sauce! Thanks a lot! Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted January 31, 2012 (edited) I have a Gem in my game that allows dual wielding. This script will still work right, when the gem is equipped? (Fomar0153 I am using your equipment slot script as well) Edited January 31, 2012 by Shadow Fox Share this post Link to post Share on other sites
Mr. Bubble 116 Posted January 31, 2012 I have a Gem in my game that allows dual wielding. This script will still work right, when the gem is equipped? (Fomar0153 I am using your equipment slot script as well) Why can't you test it yourself? Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted January 31, 2012 I have a Gem in my game that allows dual wielding. This script will still work right, when the gem is equipped? (Fomar0153 I am using your equipment slot script as well) Why can't you test it yourself? Er. I was about to edit my post after testing it out myself. It clashed with the settings of the equipment slot, and the gems (And other pieces of armour) that should have been in their own slots weren't in their own slots but the accessory slot. Share this post Link to post Share on other sites
Patrick 0 Posted January 31, 2012 Looks pretty awesome, except the round shield isn't round. No, joking aside, I really like this one. Share this post Link to post Share on other sites
Fomar0153 121 Posted January 31, 2012 @Hesufo, Knightmare, Maliki, Patrick: Thanks, let me know if there are any problems further down the line. @ShadowFox: This and my custom equip slots script are not compatible, unfortunately I had to overwrite some of the same methods. I am planning on updating my custom slots script to include note tagging which will reduce it's need to overwrite methods in the future. Share this post Link to post Share on other sites
DJPrichard 3 Posted January 31, 2012 @Fomar0153 - mate, as always (second time already) I am surprised by your scripts. This is damn good idea, only thing I'm looking forward when this and your custom slot script will be compatible (if you plan to do it in future). But I'm thinking that I can make something like dual wield with custom slots already. Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted January 31, 2012 Oh well. Thanks Fomar0153. Wish I could have PM'd you that question, instead of posting in the forum. Share this post Link to post Share on other sites
Fomar0153 121 Posted January 31, 2012 @Fomar0153 - mate, as always (second time already) I am surprised by your scripts. This is damn good idea, only thing I'm looking forward when this and your custom slot script will be compatible (if you plan to do it in future). But I'm thinking that I can make something like dual wield with custom slots already. In the future, presently I'm working the scripts for my own game and the scripts for someone else. Oh well. Thanks Fomar0153. Wish I could have PM'd you that question, instead of posting in the forum. No that's what the forum topics are for. Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted February 1, 2012 So Fomar0153 when you update the equipment script, that should work with the dual weapon script right? (And I kinda feel a little silly asking some questions especially if they sound very noobish.) Share this post Link to post Share on other sites
+ Tuomo L 116 Posted February 1, 2012 Can you make it so that certain character can dual wield even two handed weapons? Share this post Link to post Share on other sites
Shadonn 12 Posted February 2, 2012 @Mister Big T- Umm...wouldn't that defeat the purpose of calling it a two handed weapon? Might as well label it a big ass sword instead. Makes more sense. Otherwise it wouldn't really be two handed. Share this post Link to post Share on other sites
Balthier99 24 Posted February 2, 2012 A very useful script indeed. I'm going to use it. Just a question: is there a way I can force a shield to be equipped on one of the weapon's slot? Like a script call? Share this post Link to post Share on other sites
Fomar0153 121 Posted February 2, 2012 (edited) Can you make it so that certain character can dual wield even two handed weapons? A small edit: =begin Duel Wield -> Free Hands by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- No requirements Changes dual wielding to allow characters to equip shield or one handed weapons in the shield slot. Also allows for two handed weapons. ---------------------- Instructions ---------------------- Notetag two handed weapon with <two-handed> and have them disable the shield slot. I would reccomend changing the slot name to Main Hand and Off Hand or something similiar ---------------------- Known bugs ---------------------- None =end class Game_Actor def equip_slots return [0,0,2,3,4] if @actor_id == 1 # edit here and copy line for every character who is able to duel wield two-handed weapons but they will be unable to use shields return [0,1,2,3,4] end def change_equip(slot_id, item) return unless trade_item_with_party(item, equips[slot_id]) return if (item && equip_slots[slot_id] != item.etype_id) and not (dual_wield? and (equip_slots[slot_id] == 1 and item.etype_id == 0)) @equips[slot_id].object = item refresh end def release_unequippable_items(item_gain = true) @equips.each_with_index do |item, i| if !equippable?(item.object,equip_slots[i]) || (item.object.etype_id != equip_slots[i] and not (dual_wield? and (equip_slots[i] == 1 and item.object.etype_id == 0))) trade_item_with_party(nil, item.object) if item_gain item.object = nil end end end def equippable?(item, slot = nil) unless slot.nil? if slot == 1 and dual_wield? return (super(item) and not equip_type_sealed?(1)) if item.is_a?(RPG::Weapon) end end return super(item) end end class RPG::Weapon def two_handed? return self.note.include?("<two-handed>") end end class Window_EquipItem < Window_ItemList def include?(item) return true if item == nil return false unless item.is_a?(RPG::EquipItem) return false if @slot_id < 0 return false if @actor.equip_slots[@slot_id] == 1 and (item.is_a?(RPG::Weapon) and item.two_handed?) return false if (item.etype_id != @actor.equip_slots[@slot_id]) and not (@actor.dual_wield? and (@actor.equip_slots[@slot_id] == 1 and item.etype_id == 0)) return @actor.equippable?(item,@actor.equip_slots[@slot_id]) end end A very useful script indeed. I'm going to use it. Just a question: is there a way I can force a shield to be equipped on one of the weapon's slot? Like a script call? No. This script does not feature the ability to duel wield shields. If you need to force it you could do something like: b = Game_BaseItem.new b.object = $data_armors[1] And then force it onto the actor either through a new method call or by making @equips accessible. Edited February 2, 2012 by Fomar0153 Share this post Link to post Share on other sites
Draconis Feral 0 Posted February 19, 2012 Is this script compatible with Yanfly's Ace Equip Engine? Thanx Share this post Link to post Share on other sites
Fomar0153 121 Posted February 19, 2012 Why would I know? Try it. My gut instinct is a yes. Share this post Link to post Share on other sites
Joshua Murph 5 Posted February 22, 2012 In the future, would this ever allow for dual wield shields or reverse wield a sword and shield? Like with Final Fantasy 3? Share this post Link to post Share on other sites
Fomar0153 121 Posted February 22, 2012 In the future, would this ever allow for dual wield shields or reverse wield a sword and shield? Like with Final Fantasy 3? Those are not features I intend to add, sorry. Share this post Link to post Share on other sites
Joshua Murph 5 Posted February 24, 2012 ahhhh that sucks, because that would have been cool. After you release the final version, is it okay if I have someone add on to this to make that a feature? Obviously you will get the credit you deserve either way. Share this post Link to post Share on other sites
Fomar0153 121 Posted February 24, 2012 Unless any bugs are found this is the finished version. You can feel free to request edits to it as long as I'm credited as the original maker. Share this post Link to post Share on other sites
Joshua Murph 5 Posted February 24, 2012 Awesome!!!!! I just didn't want to start asking for this add on with your permission. You are an amazing scripter, and I hope you keep up the great work. Share this post Link to post Share on other sites
fbu 54 Posted February 25, 2012 Thanks! This is very useful, will help me improving my game. Thank you friend. Share this post Link to post Share on other sites