Classes and skills
Step by step to add skills
In system 3.0 in the Huds Screen section
esolher mode skill bar 1, and insert before
branch. Within the execution of this switch.
The skill must have a swithc for each slot
Screen, example attack on slot 1 until attack on slot8.
Add the condition if it is connected, within this
Execution, add the condition of the skill level.
Each skill has a level of 0 to 10, for each
numerical variation insert the image display,
Each image has its specific number by position
in the slot.
For example image number 90 is corresponding to the position
of slot 7, each image change keeps the numbering and
the coordinates. See the positions and coordinates below
Skill Bar mode 1.
Thus in each variable of level there is a variable of image,
which is the HUD that will appear on the screen.
Completing the skill grid the next step is in
Section "Combat Mode Verification" is divided
in eight parts of the control control execution.
Each button drive displays the associated check
to the specific slot. Soon if attack on slot 1 was added
This must be within the Slot 1 combat check.
The verification is similar to the HUD system on the screen with
The difference of ABS swithc drive.
Each level variable triggers an ABS switch that is also
defined by skill level. For example ABS ATTACK 0
ABS Attack 10. Remember to create the branch to turn off case
This ability is not equipped.
Configuring the ABS on the map and the equipping event, both
are similar to the difference is that the equipping event uses the
variables to change tabs and the ABS event uses switch to
change flap.
Each new tab contains a level of skill level so
use becomes specific, both to equip the skill in the belt
as for use.
Restrictions and limits.
There are about 1600 skills, derived from 144 core skills
So it is 144x11 (0 to 10) = 1584 + the position that is multiplied by
Nucleus 144x8 (slots) = 1152 totaling 2736 for ABS and HUD connection.