I
Incinerator
Guest
Thanks for in depth info! Knowing this part is doable is just as good.Yes, well, it's more in the "BattleResultUI::AddAp" method that you'd want to do that.
In that method, there's a loop over the equipments, then a loop over the ability slot of each piece of equipment, and the increase of these abilities' AP.
You can replace the whole loop by:
Code: [Select]With this, the general variables "VARL_GenUInt16_1500" will hold the AP storage number (65535 max) of Zidane, "VARL_GenUInt16_1502" will contain the one's of Vivi, etc... I've chosen 1500 randomly ; I think that this general variable is not used but it might be.Code:ushort curap = FF9StateSystem.EventState.gEventGlobal[1500+2*pLAYER.info.slot_no] | ((ushort)FF9StateSystem.EventState.gEventGlobal[1500+2*pLAYER.info.slot_no+1] << 8);curap += ap;FF9StateSystem.EventState.gEventGlobal[1500+2*pLAYER.info.slot_no] = curap & 0xFF;FF9StateSystem.EventState.gEventGlobal[1500+2*pLAYER.info.slot_no+1] = curap >> 8;
But then you need some system to allow players to spend these "ap_store" into abilities. And that's a completly different story, quite harder.
What you can do with that is to make this system with the field scripts: for instance, you can add the option to spend AP in the moogles' menu. If you don't want it, you have to wait until we know how to add a full menu with GameObjects and such. That surely won't be soon.
While my goal is to have a full new menu with GameObjects, I’m curious to know how I would go about using the Moogle Menu from field scripts.