Sometimes I make an event so complicated and convoluted, I feel the need to share it (work recognition n' such, you know? ) , so I made this one for my game. You take two characters and "breed" them, producing a single character (you lose the parents, to keep party numbers reasonable) with traits from both "parents" . It's kinda like synthesizing items, but with actors. You can also make it more complicated by requiring an item (we'll go into that later) . Keep in mind that my math (esp. algebra) is terrible, because I very rarely use it. Here goes:
responsible sexy time
condition branch: actor XY is in party (this is actually encompasses all the available possibilities, because... ) -> condition branch: actor XX is in party (...it establishes one parent, then checks if the potential matches are available) text: Parents: Father: \n[XY] , mother: \n[xx] (might as well know who the parents are) (optional - have some images fly in to show the "happy" couple and get some idea of the horror miracle you/they are about to create, and remember to have them erase after you make your choices, otherwise they stay on the screen) Is this okay? choices: yes, no when yes - (bare with me, because this is where the science and math come into play, which I'll explain in a bit) control variable: father level - set to - actor XY's level control variable: mother level - set to - actor XX's level control variable: Add variables father level + mother level control variable: divide father level (I'm not sure if it matters) by 2 (this is a bit backwards from the "natural way" : Meosis ) remove (the parents, yes both of them) add actor (whoever their kid is) change level (of said offspring) - increase (for their own good) - variable (whatever the parents was)
You see, Peter...
The variable math adds, then divides the parents respective levels (PL) in a kind of reverse meiosis (you can do it the other way, but I found this way works better) , then inceases the child's level (CL) be the result. Assuming that you're starting the child off at Lv1, PL will be increased by 1, because you're adding it to the child's initial level. Ex: Father's Level is 16, Mother's Level is 12 divide both in half PL = FLv = 8 + MLv = 6 PL = 14 Child's Lv = 1 PL + CL = 15 therefore, the child will start off at level 15. As an Excel or Algebra formula (for easier caculation) it looks like this: =A3+((A1/2)+(A2/2)) A1 is the father's level (16) , A2 is the mother's level (12) and A3 is the child's initial level.
anyways, so the parents are gone (for whatever reason, probably dead or irresponsible or something) and you've added the kid and increased their level. I'd advise doing this next: recover all: (the offspring) Why? Because the stupid thing doesn't change the numbers proportionally. If they had 12 HP at Lv1, guess how much HP they have now? TWELVE. Yeah. Always heal your chars after an inexplicable level change.(here you can add a wonderful picture of the kid, which you have to remember to erase as well) Then open up your party menu to check to make sure you didn't f--- anything up like I always seem to do (usually several times, actually) .
pick the parents, confirm the parents, get their levels, do the math, remove them, add the kid and add the level result to the kid's level then heal up the kid so they don't have <4% of their HP/MP, and erase any visual aids that you may have employed. As for items (cuz cloning, inter-species mixes and in vitro are all the rage), just put an additional condition branch in before it checks for parent #2. And that should be everything.
side note: I'm not entirely sure about what happens when PL + CL is, say, 13.5 or really anything that ends in .5 nor can I tell you about any changes in their total Exp. I think it just rounds it down , so it'd be 13, rather than 14. That's what I got, anyway.
This post has been edited by Alt_Jack: Jul 20 2011, 12:17 PM