PS. sorry if this is in the wrong section...
Ok... I made a common event for the steal skill.
The message "It's a RAT!!!... What did you think it had? 500 gold? A new sword? A potion? Come on man...." fails to display. Can anyone tell me why?
The event goes as follows:
The skill inflicts the enemy with an unresistant state "Steal". The variables 0016: Enemy<1-8> ID are set in the troop event to the # of the enemy as it is on the list of enemies (in this case 1, the rat)
@>Conditional Branch:[1.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0016: Enemy1 ID]
@>
: Branch End
@>Conditional Branch:[2.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0017: Enemy2 ID]
@>
: Branch End
@>Conditional Branch:[3.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0018: Enemy3 ID]
@>
: Branch End
@>Conditional Branch:[4.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0019: Enemy4 ID]
@>
: Branch End
@>Conditional Branch:[5.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0020: Enemy5 ID]
@>
: Branch End
@>Conditional Branch:[6.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0021: Enemy6 ID]
@>
: Branch End
@>Conditional Branch:[7.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0022: Enemy7 ID]
@>
: Branch End
@>Conditional Branch:[8.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0023: Enemy8 ID]
@>
: Branch End
@>Conditional Branch:Variable[0109: Enemy ID] == 1
@>Text:It's a RAT!!!... What did you think it had? 500 gold? A
: :new sword? A potion? Come on man....
@>Change Enemy State: Entire Troop, -[Steal]
@>
: Branch End
@>
Ok... I made a common event for the steal skill.
The message "It's a RAT!!!... What did you think it had? 500 gold? A new sword? A potion? Come on man...." fails to display. Can anyone tell me why?
The event goes as follows:
The skill inflicts the enemy with an unresistant state "Steal". The variables 0016: Enemy<1-8> ID are set in the troop event to the # of the enemy as it is on the list of enemies (in this case 1, the rat)
@>Conditional Branch:[1.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0016: Enemy1 ID]
@>
: Branch End
@>Conditional Branch:[2.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0017: Enemy2 ID]
@>
: Branch End
@>Conditional Branch:[3.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0018: Enemy3 ID]
@>
: Branch End
@>Conditional Branch:[4.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0019: Enemy4 ID]
@>
: Branch End
@>Conditional Branch:[5.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0020: Enemy5 ID]
@>
: Branch End
@>Conditional Branch:[6.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0021: Enemy6 ID]
@>
: Branch End
@>Conditional Branch:[7.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0022: Enemy7 ID]
@>
: Branch End
@>Conditional Branch:[8.] is [Steal] inflicted
@>Control Variables:[0109: Enemy ID]=Variable[0023: Enemy8 ID]
@>
: Branch End
@>Conditional Branch:Variable[0109: Enemy ID] == 1
@>Text:It's a RAT!!!... What did you think it had? 500 gold? A
: :new sword? A potion? Come on man....
@>Change Enemy State: Entire Troop, -[Steal]
@>
: Branch End
@>