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Posted 2004-11-20, 08:12 PM in reply to KagomJack's post starting "Maybe I'd like help to do that."
Well, you can do this under the common events tab in the data base.
Use the conditional branch for when a weapon is equipped. Than set a conditional branch(called: ___ AP) and set it so that when the hero's AP is equal to a certain amount, he will learn a certain ability.
Than in the monster battles(im not sure if it works in common event), set it so that you gain AP depending on what attack you do(you can even set it to randomize between 2 numbers) and make it add to "___ AP"
It can than be reset for a new ability via con branch after an ability is set or if you switch weapons.
---
I hope this is what you mean. If it is, I will do a little demo with coding for you.


~ KAMAHAME---Oh shit it's happening again.... ~
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Posted 2004-11-20, 09:15 PM in reply to Tyrannicide's post starting "Well, you can do this under the common..."
something of the sort. I'll test it later or probably after you do it XD but as for the AP giving on monsters, they give a set amount as they do with EXP.

Last edited by KagomJack; 2004-11-20 at 09:27 PM.
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Posted 2004-11-21, 10:46 AM in reply to KagomJack's post starting "something of the sort. I'll test it..."
Ok, that makes it a bit easier than.

I'll get too work on it this week.


~ KAMAHAME---Oh shit it's happening again.... ~
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Posted 2004-11-21, 10:48 AM in reply to Tyrannicide's post starting "Ok, that makes it a bit easier than. ..."
thanks! I really appreciate this!
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Posted 2004-11-21, 11:21 AM in reply to KagomJack's post starting "thanks! I really appreciate this!"
Hmm, AP gains would be difficult to implement, mainly because the only way to tell if someone actually beat the monsters or not is through an event that actually starts the battle in the first place. Random battles can't tell if you ran away or won the fight. Any event that attempts to add EXP based on the battle ending would probably be defeated if you ran from battle, giving you AP anyway...
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Posted 2004-11-21, 12:33 PM in reply to BlueCube's post starting "Hmm, AP gains would be difficult to..."
BlueCube said:
Hmm, AP gains would be difficult to implement, mainly because the only way to tell if someone actually beat the monsters or not is through an event that actually starts the battle in the first place. Random battles can't tell if you ran away or won the fight. Any event that attempts to add EXP based on the battle ending would probably be defeated if you ran from battle, giving you AP anyway...
Trust me, I know how to avoid this. I will make a variable 'potential AP' which is what is accumulated in battle and than set it to detect if the monsters die, if they do than the AP will be added, if not, the "potential AP" is set to zero again.

I have it all planned out.


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Posted 2004-11-21, 02:52 PM in reply to Tyrannicide's post starting "Trust me, I know how to avoid this. I..."
When the last monster dies, the battle ends - nothing can be triggered from that point. Truthfully, I don't see a way to detect if that last monster dies or is left behind in an escape.

And, again, if they run away, it'll just add the potential AP gathered so far because it simply has no idea whether or not you ran.

The best way to say this is to look at one-monster fight. You can't tell if that monster is killed or not - if you run, the battle ends without triggering anything, and if you kill it, the battle also ends without being able to trigger any "Monster is at 0 HP" events. You can either start with the AP (meaning that if you run, you still get AP), or you don't give AP at all for that monster.

This will happen with every fight, unfortunately - you just kill all but one monster, and you will have the maximum AP earnable from that fight. Then you can just escape.

Of course, the obvious way to get around this is to disable escaping for the entire game, but that's just annoying to the player.
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