Its already been released but here you go.
Open MoverEquip.cpp
inside function BOOL CMover:
oEquip
search for
if( pItemProp->dwItemKind3 == IK3_SHIELD )
beneath that you will see
if( pHandItemProp && pHandItemProp->dwHanded == HD_TWO )
After that
Code:
#ifdef __2HANDED_SHIELD
if(pMover->GetJob() != JOB_KNIGHT && pMover->GetJob() != JOB_KNIGHT_MASTER && pMover->GetJob() != JOB_KNIGHT_HERO && pMover->GetJob() != JOB_LORDTEMPLER_HERO
&& pMover->GetJob() != JOB_RINGMASTER && pMover->GetJob() != JOB_RINGMASTER_MASTER && pMover->GetJob() != JOB_RINGMASTER_HERO && pMover->GetJob() != JOB_FLORIST_HERO
&& pMover->GetJob() != JOB_JESTER && pMover->GetJob() != JOB_JESTER_MASTER && pMover->GetJob() != JOB_JESTER_HERO && pMover->GetJob() != JOB_WINDLURKER_HERO
&& pMover->GetJob() != JOB_PSYCHIKEEPER && pMover->GetJob() != JOB_PSYCHIKEEPER_MASTER && pMover->GetJob() != JOB_PSYCHIKEEPER_HERO && pMover->GetJob() != JOB_MENTALIST_HERO
&& pMover->GetJob() != JOB_ELEMENTOR && pMover->GetJob() != JOB_ELEMENTOR_MASTER && pMover->GetJob() != JOB_ELEMENTOR_HERO && pMover->GetJob() != JOB_ELEMENTORLORD_HERO
&& pMover->GetJob() != JOB_RANGER && pMover->GetJob() != JOB_RANGER_MASTER && pMover->GetJob() != JOB_RANGER_HERO && pMover->GetJob() != JOB_CRACKSHOOTER_HERO )
{
before
else
if( pLHandItemProp && pLHandItemProp->dwParts == PARTS_RWEAPON )
#endif // __2HANDED_SHIELD
You can add or remove jobs if you dont want to have every class be aible to wear an shield