This tutorial does not teach you how to add extra equipment slots, it uses the two existing weapon slots as a place to equip materia. If you want extra equipment slots, go here: http://www.rpgrevolution.com/forums/?showtopic=10392
If you only need two "materia" like slots for each character, I thought of a way you could set it up.
Here it is, step by step:
1. Go get the individual battle command script here: http://www.rpgrevolution.com/script/116/
2. Install the script into your additional scripts section above Main.
3. Go to line 49. Change <when 'Attack' # Attack> to <when 'NotAttack' # Attack>
4. Go to line 63. Change <when 'Heal' # Add/Edit New commands here> to <when 'Attack' # Add/Edit New commands here>
5. Go to line 65. Change <@active_battler.action.set_skill(33)> to <@active_battler.action.set_skill(1)>
6. Apply the changes and exit the scripting interface.
7. Open your database manager and go to the skills tab.
8. Name the very first skill 'Attack'.
9. Set the scope to one enemy.
10. Set the animation to whatever you want the default attack animation to be.
11. Set the effect to 1.
12. Set the Atk.F to 100%
13. Set the Spi.F to 0%
14. Click the physical attack check box. (steps 11 through 14 make this skill have the exact same damage calculation as a normal attack)
15. Go to the terms tab.
16. In the second collumn, rename weapon1 and weapon2 to 'materia'
17. Go to the actors tab.
18. Set up all your characters for two weapon fighting.
19. Go into the weapons tab and create the materia.
20. Go into the skills tab and create the spells to be associated with each materia (you will be able to assign more than one spell to each piece of materia, so if you want a character to learn 3 kinds of fire spells with just one fire materia, it will work)
21. Go into the classes tab and define the materia each actor can use.
22. Get the Assign Skills with Items script here: http://www.rpgrevolution.com/forums/?showtopic=10175
23. Install the script into your additional scripts section above Main.
25. Stop and wonder what happened to step 24
26. Go to line 70. Match the weapon[id] of your first piece of materia to the skill[id]s of the skills the character will get for having that materia.
27. Copy lines 70 and 71.
28. Paste the copied lines below line 71.
29. Change the weapon[id] of the second piece of materia to the skill[id]s of the skills the character will get for having that materia.
30. Repeat steps 27-29 for the rest of your materia.
31. Close the script interface.
32. Watch the bunny dance
Go bunny, Go!
33. Equip an actor with some materia and test him out in combat. With any luck, he should have the spells he learned from the materia.
Some disadvantages of using this tutorial are:
- You will only have one attack animation for every regular attack in the game. The weapons the actors equip will have no effect on what you see when you hit the enemy. You'll have to be creative with the battle command script and your skills to have different animations per basic attack.
- One of your three remaining equipment slots will have to be used for weapons. Just go back to the terms tab, call your helmet slot 'weapon' and make all of the items that go in the helmet slot have weaponry icons and increase the character's attack value.
- You now only have two slots left for armor and an accessory, because your first two slots are dedicated to your materia and the third is now where your weapon goes.
Yeah, it's kinda lame, but it could work.
This post has been edited by Mr_E_Man: Mar 13 2008, 06:32 AM