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> Help with RPG Maker XP (Levels), I need a bit of help for a leveling problem in a game I'm working
animalxing
post Aug 14 2012, 03:20 PM
Post #1


Level 1
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RM Skill: Beginner




Hello all! I'm new to posting to the forums, so I apologize if this isn't correct. *Please help me out to get it in the right place where I can recieve help? :S*

I have a question regarding RPG Maker XP. It's more of a "How can I do this" but any discussion about it would be appreciated.

My problem is in the game, people can over-level, as in battle for hours and attain a high level along with the ability to defeat anything and everything. As much as I appreciate that that's what some people do, I would like to keep this at a minimum.

I've thought of some ways, such as Common event's everywhere that check the level is higher than something and have it automatically lower the level, but that might not be the best idea since it might be sticky later.

Another would be finding a script that could temporarily cap the levels; such as once you reach level 10. You no longer earn XP until it's removed later on with an event or something like that. Of course, all I found when searching was scripts and other things to raise the Max Level past 99 which is the opposite of what I'd like to do.

So now I come to you wise RPG Makers for help! If there's any alternative I can use, or a script someones found or just some other way of doing this. I'd love if you could share with me!

Summarize Problem: I want to prevent people from leveling higher than a specified level (Example: Lv 10) TEMPORARILY *as they will need a higher level later in the game*
One thought-out possiblity *Would love feedback*: Making a few events to run in the maps, checking the level and bumping it down once it gets too high. The only problem is disabling it after a certain time and changing it to a higher restriction (Eg: Lvl 10 to Lvl 20) it could work I'm sure but its messy and I would like to know if there's another easier way.


Thanks to all of you who comment or otherwise leave a mark of help! biggrin.gif

~AnimalXing
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Nub Cake
post Aug 14 2012, 04:26 PM
Post #2


Level 7
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What you say you need can be done trough events, and i use common events for that, i can't remember it all as i have it all set up, but after school tomorrow i'll look over and give a full explanation, for now, a simple one smile.gif

The start is to make a two variables (Name one EventLevel the other EventEXP), one to contain exp and one to contain level. Whenever the object (Fishing, mining etc.) you'll just use common events to run it. There you'll add a conditional branch going "EventLevel / else". In else you input so that you earn exp and once you reach level 10 it will read "EventLevel", here you just copy what's in the "Else" tab, but remove the exp variable so that you need to level at something better.

If you want it to be with weapons, it'll depend on what system your running (fighting), for normal RMXP battles, just make the page read weapons in the game in conditional branches (item / else -> input item / else till all weapons are covered), when the battle is over, it'll read the weapon your using and give exp to it, and in the else tab on the conditional branch for weapons you'' be able to add "EventLevel5", so that when you reach level 5 you'll eventually learn a new skill.

Now, i'm not the best to explain things, but i do hope you understand, and if not, feel free to tell me about it and i'll get a friend to help me explain xD

-Sincerely, Nub Cake


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Koroshite Gakuen means Killing in the School, and my current project is finally gonna be the first game i complete.

As for plans, i have though of the chat options, full screen, menu and might a diary, and a phone system.

The game is based on a girl, still unnamed, and it's a day at the high school where they play mafia.

Mafia is a game where a few is selected to be mafia, and a a couple selected for detectives. The rest is innocent, and the mafias touch them and tells them their dead, and they eventually lie down, sit down or go to a certain room. Now, the detective can then go to them, and the dead guy will tell them one thing that can describe the murders appearance, but no names, and no one else knows what that guy told the detective. Either the mafia kills all, or the detective catches the mafias, and the game ends.

Now, the plan is that there happens an actual murder at the school, there isn't cops in the town, and there isn't enough resources to send more than one police officer, which can't figure out much. So as the police officer doesn't do too much, you decide to take it up yourself, track down the murder.

I don't feel like telling more as it kind of spoils it, but i can say that I'm still at the mapping, and i try my best to make them look as good as possible, as I'm a horrible mapper.

Decent art artist?

I could really use some help for some of the graphics for character faces, and eventually a few character pictures c:



I love to write stories, if you're stuck on your games story, i might be able to help :)
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MEands
post Aug 14 2012, 05:09 PM
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One thing you could do is (I'm not sure if they have it here), find a script that levels up the enemies according to your level. Meaning enemies you fight at level 5 will be stronger if you fight them when you're level 10, and so forth.


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Jens of Zanicuud
post Aug 15 2012, 12:17 AM
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There's another way out, I suppose. A single, simple database common event in Parallel Process, triggered with a Switch (that you can switch off when no more needed) which act this way:

Common Event
Activation: Parallel Process
Trigger: Switch[1]

>variable[2] = 10 #or the level you wanna use as a cap
>variable[1] = Actor1 level
>if variable[1] > variable[2]
>variable[1] -= variable[2]
>Change Level[Actor1]: Decrease || variable[1]
>end

>variable[1] = Actor2 level
>if variable[1] > variable[2]
>variable[1] -= variable[2]
>Change Level[Actor2]: Decrease || variable[1]
>end

>variable[1] = Actor3 level
>if variable[1] > variable[2]
>variable[1] -= variable[2]
>Change Level[Actor3]: Decrease || variable[1]
>end

>variable[1] = Actor4 level
>if variable[1] > variable[2]
>variable[1] -= variable[2]
>Change Level[Actor4]: Decrease || variable[1]
>end

Commone Event End

The one thing you have to do is to set variable[2] to the level cap you desire.
I hope this can help,

Jens


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animalxing
post Aug 16 2012, 12:11 AM
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Ah! Thanks for all the suggestions! It's appreciated!

I have thought of common event/conditional branches. It was my first idea, but I just wanted to see if there were alternatives! You guys have given me some good ideas; I'll definitely try them! Thanks so much!

I guess I'll keep this open in case there's more ideas or feedback; but I really appreciate you guys for helping me out! Thank you!
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Tsureiyu
post Aug 24 2012, 06:29 AM
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Ayye, i'm kinda late, but you could also try reducing the EXP gained once you out-level the enemies too much. i'm not much of a scripter so i can't help with that, but it's an idea (:


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