rex said:
the chara loses his exp with the new armor and will not gain new exp.
I try your way and same thing.
I have a new problem when the new armor is equip his sword is nolonger equip I tried to use
a var. oper where the stars are but I got event error.
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I'll psuedocode this one up, so we can see the flow of commands easier.
Code:
<>Branch If Taz has Leather Armor on
<>Save Taz's Weapon Number to [0010:Weapon]
<>Save Taz's Armor Number to [0009:Armor]
<>Save Taz's EXP to v[0008:EXP]
<>Message: Weapon: \v[10] Armor: \v[9] EXP: \v[8]
<>Update Sprite
<>Change Taz's class, keep him the same
<>Update Faceset
<>Update Equipment based on v[0009:Armor]
<>Add v[0008:EXP] EXP to Taz
<>Update Weapon based on [0010:Weapon]
:End
<> |
I'm actually not seeing any logic errors here, besides keeping Taz the same level (in "normal" situations, this would almost double Taz's EXP) The lines in
Red are what I'm guessing you tried to do, yet it got an event error somehow.
There's something else involved here, either outside the common event or within, but it's not within this branch. I'm going to suggest adding the line in
Yellow to the event, to test whether or not the variables are updating correctly. Make sure you know what "numbers" the armor/weapons are, and how much EXP Taz has before switching armors. If these don't match up with what the yellow line displays.. you either have bad memory or there's something happening before this line.
If you still can't get this to work, attach your game as a ZIP file so I can see the event within the entire context of the game.