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Two questions

1- Why this dont work:

Affinity_skills[9] = Affi_skill.new(9)
Affinity_skills[9].eff_levels[5] = [['Hability learn', 10]]
Affinity_skills[9].eff_levels[3] = [['Hability learn', 11]]
#This apllies the skill effects
for effect in Wep::Affinity_skills[skill_id].eff_levels[level]
case effect[0]
when 'Hability learn' ; learn_skill(effect[1])
end
end

And this yes:

Affinity_skills[9] = Affi_skill.new(9)
Affinity_skills[9].eff_levels[5] = [['Hability learn', 10], ['wep', 0]]
Affinity_skills[9].eff_levels[3] = [['Hability learn', 11], ['wep', 0]]

for effect in Wep::Affinity_skills[skill_id].eff_levels[level]
case effect[0]
when 'Hability learn' ; learn_skill(effect[1])
end
end

Skill,level and slot variables are fine.
The error is in ['wep', 0], if i dont put it, it gives a error for nil class in the bucle.

2- Im making a skill system. For testng im using this style of visually edit the type of the effect hability. ['Hability learn', 10]-->Type,value.

Ok the thing is that i doubt that will be the better thing to create a system with this, because there are a lot of unused information. With an integrer type code will be better. But then it will be hard to read quick... maybe using a code conversion or something? Also for a description for every effect of the skill... There will be a lot of effects and skills, even if the game is short.
 

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