SKILL POINTS?

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I read what i could of the 'skill point' tutorial in the sticky but it didn't look like it had anything to do with skill points at all, just experience and stats from what i could see wich is different then skills. I want to be able to make a hidden value of some kinda that is added to every time a hero lvls up so i can in-turn have that hero go to a skill tree(wich is rather easy to make once i have the hidden value) to spend the points.
Can someone help me out with this or point me in the right direction? Thanks.
That's odd... The tutorial seems to direct to a "Custom Experience and Character Stats" page rather than a skill points one... Anyway:

I'd guess the first thing to do would be to determine that you've won a battle. To do that... Maybe a parallel common event, always running checks experience. It would memorize the EXP of a hero in the party, then compare it against a variable called "Last EXP" or something. If the two are mismatched, that means the hero's gained EXP from a battle. So set "Last EXP" the the character's EXP, and add 1 SP or something. If you want to do this for every level up, just exchange EXP with LVL.

(By the way, that skill tree might be harder than you think)
harmonic
It's like toothpicks against a tank
4142
Add a (turn: 0) event in every battle event. Have it turn on a switch. Have a common event, activated by that switch, determine if your exp or level has risen via variables. To do this, you have to set a variable to your exp/level before any battles ensue, and do so in the common event as well. Then, if your after battle variable for xp/lvl is higher than the previous xp/lvl variable, give skill points. Then turn off the switch from the battle events.
Think I understood all that, I'll give it a try at least :).
I've looked throu the variables and I'm not sure how to run this, I can see how to set a switch to go off, and I can see setting a variable to characters level. However I'm not sure how to set this to run before the fight begins and not sure how to set another to check the level after the end of the fight, or how to minus one from the other to see if the number comes out 0 or 1 in the case of 1 I'd need to add a hidden value for the skill point(or and item named 'skill point' if i wanted to be extra lazy >>).
Sorry for being so newbish on this, its a lot different then the kinda 'triggers' I'm use to.
Hopefully this is good logic:

Okay you have a switch, "Level check," which you turn on at the beginning of every battle.

Common events can't run during battle, so the common event won't run until the battle is over.

When the battle ends, the switch is on so the common event runs. Here's the "code" for the common event:

Variable NewLevel = (Hero's Level)
Fork Condition:
If Variable NewLevel > Variable HeroLevel
//Add skill points here.
End Fork
Variable HeroLevel = (Hero's Level)
Switch Level check off

So what it does is it finds out what level the hero is now, checks it against the old level (which is stored in a variable already), and then if the new level is greater, add skill points. Afterwards, make sure to set the variable to equal the hero's level and turn off your switch.


To check for multiple level ups,
Variable NumLevels = Variable NewLevel
Variable NumLevels - Variable HeroLevel
So it should look like this I'm guessing?

Branch if Var New Lvl is Hero Lvl Greater
Add skill point
Else Handler

End
Var Oper: Hero lvl Set Var New LVL's Value
Yes, exactly. Just set New Lvl to the hero's actual current level at the beginning and turn the switch off at the end, and you've got it.
Oh okays, cool! Thanks for the help makes a bit more since now.
Do I have the common event turn off the switch itself?
Yeah. It won't interfere with the common event's execution. If you don't turn it off, then it'll just keep repeating over and over again, and you only need it to execute once. Use parallel process, too, because parallel process is cooler than auto start (The only difference is that the hero can move while a parallel process event is going, and not while an auto start event is going).
So quick recap then,
Have every monster event set off the switch, wich goes the the common even the runs giving a skill point if they lvl up. Then the common event turns itself off.
And i need to make sure to have him registered at lvl one with variables before he gets into any fights so use a parallel event to do that?
Just set your Hero Level variable to 1 (or whatever he starts at) in an event at the very beginning of the game. You'll probably have an event that initializes everything, so you can set it there.
Okay, Thanks for all the help, really appreciate it.
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