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PostPosted: September 24th, 2005, 10:18 pm 
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http://p068.ezboard.com/fagetecfrm47.sh ... D=48.topic

Big thanks to ThatGuy over at Agetec's forums!

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I took these shots myself, so I can tell you it DOES work. I'm in the process of making a video, as well as my own explanation, of exactly how to do this. This has opened up a wide range of new opportunities for our games.

Thanks again to ThatGuy...RPGM3 Limitations--Already being broken.

Where's the Weapon Trick video? Right here!
http://www.rpgmmag.com/resources.php


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PostPosted: September 24th, 2005, 10:38 pm 
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We didn't play twister mister
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" Hello

I thought this was interesting... I was able to equip my Knight model character with a katana and soon found out this works with most or all weapons and characters. Not sure but i tested this a few times on a couple of my characters with different weapons and it worked every time.

-Create a class that can use the desired weapon.
-Switch the current class of the character you wanted to use it to this class.
-Create the Weapon and set equipable to you character.
-Now Change your characters class back to what it was.
"
-thatguy

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PostPosted: September 25th, 2005, 9:49 am 
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We didn't play twister mister
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i did everything it said and my character changed into the class character please tell me what i did wrong :\


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PostPosted: September 26th, 2005, 1:56 am 
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We didn't play twister mister
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Change the class character to your character.


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PostPosted: September 26th, 2005, 5:52 am 
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it works...however...they use the weapon how they would class specifically...so nothing with the archer is worth it...cuz he'l just shoot arrows anyway....& so far the ninja doesn't work very well with the tonfa batons; u can hardly see them, I'd imagine it'd work just fine with a hammer though...I wonder if u can get this to work with animals...a chicken with a cleaver....how ironic...1


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PostPosted: September 27th, 2005, 11:16 pm 
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It does work with animals. I had the chicken with a great axe. It just stuck out horizontally from his wing. And it looked weird because of course he just pecked and ignored the huge axe he was carrying.

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PostPosted: December 4th, 2005, 12:18 pm 
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is there a way this can be done with enemy characters?


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PostPosted: December 4th, 2005, 2:34 pm 
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No, enemy characters are set.

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PostPosted: December 5th, 2005, 5:50 pm 
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what is the player has the enemy character in their party first and equips the weapon? then they fight the enemy


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PostPosted: December 5th, 2005, 5:52 pm 
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That would only work for Character Battles.

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PostPosted: December 5th, 2005, 8:10 pm 
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what do you mean by character battle? isn't that just a battle with an enemy character?


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PostPosted: February 10th, 2006, 12:28 am 
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I figured out the crux of why that code either works or
doesn't work...it has to do with the items NOT updating
automatically. I've tried the original trick with mixed
results...until I realized this. I'm reprinting all that I
discovered here now.

First, take any character that you want, and change
their class to one that can equip a different weapon...
say, swords. While in this class, go through ALL of your
swords and add the character to the list of equippable
characters. That name will STAY there on those
weapons, regardless of the character's current class,
until you try to edit those weapons...at which time the
computer checks the items, and fixes the discrepancies.
You can actually do this with several different weapon
types on the same character...but keep in mind, there
are only 5 characters that can equip any weapon. Keep
in mind, also, that certain weapons look really silly on
certain characters...like bows, for instance...because the
built-in attacks that come with your present character
model were not designed to be used with that weapon.
However, the attack animations for characters wielding
staffs, swords, and daggers are so similar that you can
usually get away with changing them. The same can be
true of characters wielding axes, 2-handed swords, and
spears. (although 'spears' are only for the birdmen...).

I've tried this both on new characters and ones I've
had for a while...it always works. It also works in both
'play' mode and 'playtest' modes. Remember, your
weapons will keep your newly-equipped character listed
as equippable ONLY IF YOU DO NOT ATTEMPT TO EDIT
THAT WEAPON!! However, If you forget and edit the
weapon, you can always redo it just as easily as you
did it the first time.

All tricks of this type are based on this principle, and I
think the people having problems with them can be helped
by this info.

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PostPosted: March 24th, 2006, 7:34 pm 
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I tried this, and got real good results...except, every time I returned to the editor...then returned to playtest or play, I had to re-equip the weapon...that would be ok for a party member, but my charactors were for "battle"..is there a way to keep non-party members equiped?


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PostPosted: March 28th, 2006, 3:26 pm 
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I don't think that would happen if you have them set for the final game. Just don't go into the editor anymore after the final check. :p

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PostPosted: March 28th, 2006, 6:19 pm 
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In my experience there is no way to use this trick on non player characters.

The player must equip the weapon themselves. It can not be left pre-equipped for the start of the game.

Did Imiss something ? Again?

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PostPosted: March 28th, 2006, 6:26 pm 
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Oh, my mistake. I read that wrong. As far as I know, you can't equip non-party characters, like Rodak said.

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PostPosted: May 27th, 2006, 7:35 pm 
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:( I can't get my male child to hold
any different weapons then the dagger type.


I set everything up. I made the class and the
weapon. I put the item in the equip box. Then
I change my class back to the child. I look at
my equip box, its empty. :(


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PostPosted: May 27th, 2006, 7:49 pm 
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Ok, :D
After changing classes.
You must make the person
part of your party.
And equip it when your
playing. I can't equip it
from the "character editor."


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