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I am trying to create an Ap system in rm2k3...
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Posted 2006-04-15, 11:27 PM
Can you please help?

Okay here is where I am at right now.

In my game I want it so that you need to equipt certain items to learn your skills and change your class. I already have the whole "equipt this --- change to that" part figured out the problem is gaining the AP points in battle.

I am testing the system out with one item. It’s a ring and when you "level up" this ring you gain an ability afterwards every time you equipt the ring. SO far I have this:
I have 2 common events. One is called "AP Distribution" and the second is called "Blooper Ring Bank." In "Blooper Ring Bank" if the variable "B Ring Bank" is greater then "2" then a switch is turned on that then effects another common event that turns on a certain skill (In this case certain people and enemies speak a different language and when you equipt the ring you can understand them) Well I have tested this and it all works just wonderful. But when I try to make it so you earn the AP in battle this is the big problem. At the moment I have my battle events set up like this:
When "Blooper 1's" Hp is between 0 its starts the event:

Trigger Monster [1:Blooper]'s HP Between [0]
<>Branch Var [0004:no ap] is 1 or more
<>End Event Processing
<>
:End
<>Message: Got 1 AP!
: :From Blooper 1
<>Variable Oper: [0003:ap bank] +, 1
<>Variable Oper: [0003:no ap] +, 1
<>

This works fine and dandy with one enemy. It adds numbers to all the right places and if I were to change the AP points from 1 to 2 it would unlock the ring (If its equipped only) and you would gain the skill. BUT when I have 2 enemies on screen thats a different story. I put in the second page of that same battle this code:

Trigger Monster [2:Blooper]'s HP Between [0]
<>Branch Var [0005:no ap1] is 1 or more
<>End Event Processing
<>
:End
<>Message: Got 1 AP!
: :From Blooper 2
<>Variable Oper: [0003:ap bank] +, 1
<>Variable Oper: [0005:no ap1] +, 1
<>

Logic says that you should kill monster 1, then get one point, then kill monster 2, and get another point. But no the case. What happens is after the first monster is killed you get your point. Cool beans, but when you kill monster number 2, it dose not give the point.

So solution...? I got rid of the End Event Processing tag, but then when you kill monster one, he gives you an AP point every turn you or the other monster makes. I got this to work once before but somehow screwed it up. My next challenge will be how to reset the "no ap" and "no ap1" variables. But baby steps.

Can anyone out there help me out?

Skeez
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Skeezixthecat is neither ape nor machine; has so far settled for the in-betweenSkeezixthecat is neither ape nor machine; has so far settled for the in-between
 
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