I was afraid it'd be something like that. If I knew how to script, I'd make the battle system myself (one thing I dislike about 2k3 with its default system is how restrictive it is...maybe I should make a topic about the things I like/dislike about 2k3....hmmm...).
I'll give that code a test to see how it works by testing it in my debug room. That does look like it'll work though at least
EDIT: So it works, but had to tweak it a bit. Might be useful for others that want it too, though dunno.
Throw this into Common Events:
Variable Oper: [variable z] Set, Money //sets variable z to your money
Input Number: 7 Digit, [variable x] //stores $ in variable x
Branch if Var [variable x] is V[variable z] Greater //if your money is less than the chosen input value....
Variable Oper: [variable x] Set, Money //set the input value to your money^
End
Branch if Money is 0 Less/Equal
Variable Oper: [variable Y] Set, 0
Variable Oper: [variable X] Set, 0 //sets variables to 0 so damage done is 0 if player has no money left
Else
Change Money: V[variable x] Remove //removes money based on your input value
Variable Oper: [variable x] / , 100 //divides variable x by 100
Variable Oper: [variable y] Set , Character x Level //set's the character's level to variable y
Variable Oper: [variable x] + , Var [variable y]'s Value //adds variable y to x
Then throw this into each monster group page:
Trigger: [Cloud] uses [Gil Toss] command
Call Common Event: Gil Toss
Branch if 1: Monster1 Targeted //checks which mob your targeting with the skill
Change Cond: Character x Inflict x //will change the animation used by the character for the moment
Show Battle Animation: x, Monster1 //shows the animation hitting the mob -throws coin-
Wait: 0.1 Sec //waits..
Change monster HP: 1:Monster1's HP V[variable x] Remove //does damage based on variable x
Change Cond: Character x Remove x //changes the animation back to normal
End
So for instance, say you choose 500 Gil, and Cloud's Level is 16, the total damage done is 21. Doesn't seem much, but hey, can always change if you need to. And to prevent the ability from doing damage when you have no money (which was the problem I was having originally with the code), changing the variables as per the second If block will make it do as such.
Much obliged Rika....very much obliged. Even though it may not be used till late game (if at all), it at least gives the game more flavor and uniqueness I think. I COULD make it more useful by making the damage higher (since in my game, you're constantly low on money due to buying high-priced supplies all the time), though not sure on that yet. At least I can change the values in the Common Events if need be! Now I must think on what other abilities would be useful or interesting to make~