[Ace] Victor's Materia Script help

lokiare

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I've installed and am using Victor's Materia script from here http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/materia-system/

Its working as intended, however I am trying to equip a material forcefully and the documentation is not very clear on how it works and I've tried reading the code itself, but it is indeciferable to me.

Here is what the documentation says:

# Comment calls note tags:#  Tags to be used on the events comment box, works like a script call#  <equip materia: actor, equip, slot, materia>#   Adds a materia on a specific slot of one actor.#     actor   : actor ID#     equip   : equip slot#     slot    : materia slot#     materia : materia IDHere is the comment I'm adding to my event

<equip materia: 4, 10, 0, 56>Where each of those numbers is the id number of the required object, except for slot. I just put 0 to set it to the first slot. Can someone that's worked with this script before please explain how you are supposed to use the 'equip materia' comment?
 

Andar

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"comment" is an event command that gives you a text box to place the notetag into.


Just make the first command in the event the comment command (bottom of first command page)


Alternatively in the case of items that refers to the notebox in the database for that item...


Edit:


Perhaps your problems are an incompatibility with the equip manager you're using for additional equip slots?


Because the default doesn't have 10 slots like you said in your example...
 
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lokiare

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"comment" is an event command that gives you a text box to place the notetag into.

Just make the first command in the event the comment command (bottom of first command page)

Alternatively in the case of items that refers to the notebox in the database for that item...

Edit:

Perhaps your problems are an incompatibility with the equip manager you're using for additional equip slots?

Because the default doesn't have 10 slots like you said in your example...
Yes, I understand how to do comments in the event manager. When you say 10 equip slots, are you saying if I want to equip it to the weapon that would be slot 0 or 1? I've tried that. It doesn't appear to work. I'm thinking it needs some other arguments like a name, but I can't trace through the code to find what it actually wants because it goes into some of the hidden classes with poor documentation. Has anyone actually used this in a game? If so could I see an example of what you did to get it to work?
 

Andar

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In your example, you placed a 10 in the second position - that is meant to be the equip slot.


So I assumed that you had already increased the number of equip slots from the default, because otherwise 10 is an obvious error as the default doesn't have ten quipment slots...
 

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