Reply to Re: Equipping magic during a cutscene
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Equipping magic is much more difficult then it looks. The problem is that for arm_magic(); you need to specify &cur_magic. The problem is that you don't know which value of &cur_magic belongs to the magic you're trying to equip, and there's no direct method to find out as far as I know... Compare_magic(); does work, but it gives only the amount of magic of the same type. (So if you have 2 fireballs it will return 2, without specifying in which slots they're in)
I can think of one solution which isn't exactly ideal. For that make sure that you give the player magic in the beginning of the game. This way slot 1 is always full. Then replace this magic with the magic you want to arm, and then arm it. Now you know for sure that the magic you want to arm is in the first slot.
I did something like that for the final battle in the Scourger I replaced the fist with a sword for the final battle, making sure that was always armed for that fight.
I can think of one solution which isn't exactly ideal. For that make sure that you give the player magic in the beginning of the game. This way slot 1 is always full. Then replace this magic with the magic you want to arm, and then arm it. Now you know for sure that the magic you want to arm is in the first slot.
I did something like that for the final battle in the Scourger I replaced the fist with a sword for the final battle, making sure that was always armed for that fight.