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> MAX Level Limitation System 1.1, *RGSS2: The Missing System from XP in VX
woratana
post Jan 29 2008, 11:50 PM
Post #1


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MAX Level Limitation System
Version 1.1
by Woratana
Release Date: 30/01/2008


Introduction
I've read the tutorial about how to make the EXP limitation system, so it inspired me to script this.

This script will recover the Max Level system that missing in RPG Maker VX.
You can set Max Level for specific character or you can set for all the characters.


Features
Version 1.1
- Use alias to make the script shorter. Thanks Modern Algebra for suggestion.
Version 1.0
- Set Default Max Level for Actor that doesn't need Specific Max Level
- Allow to Set Specific Max Level for Specific Character


Script
Place it above main.
if you have problem with codebox, you can download script in text file here:
Version 1.1
Attached File  maxlvsys11.txt ( 2.38K ) Number of downloads: 791

Version 1.0
Attached File  maxlvsystem10.txt ( 2.92K ) Number of downloads: 103


CODE
#======================================================================
========
# ¦ [RMVX Script] +MAX Level Limitation System+ Version 1.1
#------------------------------------------------------------------------------
# by Woratana [woratana@hotmail.com]
# Release Date: 30/01/2008
#
# Features in Version 1.1
# - Use alias to make the script shorter. Thanks Modern Algebra for suggestion.
# Features in Version 1.0
# - Set Default Max Level for Actor that doesn't need Specific Max Level
# - Allow to Set Specific Max Level for Specific Character
#
# How to Set Max Level
# - For all the Actors that don't need specific max level,
# set their Max Level in DEFAULT_LV_MAX = ...
# For example, DEFAULT_LV_MAX = 20
# This will make all the characters that you didn't set their specific max level
# have their max level at 20.
#
# - For the Actors that need specific max level,
# set their Max Level by:
# CHAR[actor's id from database] = ...
# For example, CHAR[7] = 10
# This will make character no.7 in database has max level at 10.
#==============================================================================

module Wormaxlv
CHAR = Array.new
#------------------------------------
# SETUP MAX Level HERE
#------------------------------------
DEFAULT_LV_MAX = 99 # Set Default Max Level
CHAR[1] = 5 # This make Character No.1 has max level at 5
end

class Scene_Battle < Scene_Base

def display_level_up
exp = $game_troop.exp_total
for actor in $game_party.existing_members
last_level = actor.level
last_skills = actor.skills
actor.gain_exp(exp, true)
end
wait_for_message
end

end

class Game_Actor < Game_Battler
attr_accessor :max_lv

alias wor_actor_setup setup
def setup(actor_id)
wor_actor_setup(actor_id)
if Wormaxlv::CHAR[actor_id] == nil
@max_lv = Wormaxlv::DEFAULT_LV_MAX
else
@max_lv = Wormaxlv::CHAR[actor_id]
end
end

def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 and @level <= (@max_lv - 1)
level_up
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end
end



Instruction
Find these lines:
CODE
#------------------------------------
# SETUP MAX Level HERE
#------------------------------------


Below them, you will see this 2 lines (if you just setup the script)
CODE
  DEFAULT_LV_MAX = 99 # Set Default Max Level
  CHAR[1] = 5 # This make Character No.1 has max level at 5


QUOTE
DEFAULT_LV_MAX = value

^ The characters that you didn't set their specific max level will use this value as their max level

QUOTE
CHAR[actor_id from database] = value

^ You can set specific max level for character by using this template.

For example:
CODE
CHAR[2] = 20
CHAR[4] = 10

This will make Actor No.2 in database has max level at 20.
and Actor No.4 will has max level at 10.

QUOTE
* You can set specific max level for specific character as much as you want, but set DEFAULT_LV_MAX only one time
** The Line CHAR[1] = 5 in original script is just for show how it works, you can delete/edit it



Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.


Special Thanks
Soulofsin: For tutorial that inspired me to script this~^^
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jens009
post Jan 30 2008, 12:02 AM
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Oh this is cool! RMVX is such an idiot for deleting this feature. It's a good thing you decided to script this. Kudos!


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tork
post Jan 30 2008, 03:13 PM
Post #3



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the max level must be lower than 99?
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woratana
post Jan 30 2008, 07:39 PM
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QUOTE (tork @ Jan 30 2008, 02:20 PM) *
the max level must be lower than 99?

Yes, I've try to make unlimited level system, but it's not work.

Version 1.1 Updated!!
The script shorter~^^


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BurnZer0
post Jan 31 2008, 08:33 PM
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Nice work =)


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turtleman
post Jan 31 2008, 08:36 PM
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QUOTE (woratana @ Jan 30 2008, 06:46 PM) *
QUOTE (tork @ Jan 30 2008, 02:20 PM) *
the max level must be lower than 99?

Yes, I've try to make unlimited level system, but it's not work.

Version 1.1 Updated!!
The script shorter~^^

Probably because the way you preset stats in the database.
If someone makes some kinda randomizing growth stat script, I don't see how unlimited levels couldn't work. smile.gif
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vavalar
post Apr 9 2008, 02:25 PM
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Sorry if this is a dumb question... rolleyes.gif

on line 66 it says: @exp = [[exp, 9999999].min, 0].max

does this mean that you have to get 9,999,999 exp to achive the final lvl up?
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woratana
post Apr 9 2008, 03:48 PM
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CODE
[exp, 9999999].min

min will choose one that is less that other one,

so if exp in that level is less than 9999999, it will choose exp :3~


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Phili
post Jul 2 2008, 11:18 AM
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Cooli!


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Naridar
post Jul 29 2008, 07:24 AM
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Can I mod the max level within the game (in my game, in chapter 1, max level is 25, in chapter 2, it is 45) from an event script call?


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Hanmac
post Jul 29 2008, 07:54 AM
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yes..
with
CODE
Wormaxlv::CHAR[nr]=new_max
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obsorber
post Apr 20 2009, 03:55 PM
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Another great script by Worantan which I will definately be using biggrin.gif


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Lockheart
post Apr 20 2009, 06:14 PM
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Awesome script.

Now we just need a script to make our own EXP line, instead of using the poorly made one that comes with the engine!
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woratana
post Apr 22 2009, 12:19 AM
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What kind of custom EXP curve you're looking for?


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Lockheart
post Apr 22 2009, 03:32 AM
Post #15


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Preferably one that allows the EXP requirement to be higher then the defaults, for example, as of now the highest you can set the starting EXP needed for level 2 is 50, which is rather low for me. I miss how RM2k3 allows you to have it go as high as 1000 XP needed.
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masterx
post Apr 23 2009, 05:57 PM
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Is there a way for the max for all actors 250?


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woratana
post Apr 23 2009, 07:44 PM
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@Lockheart
I might consider doing that. I'm not on my laptop so I can't check how the RGSS involves in doing this.

@Masterx
I think there is KGC's script allows you to do that. Google it.


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HomuraKitsune
post May 29 2009, 12:56 PM
Post #18



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Awesome script!

Quick question: (And I'm a newbie by the way, so it might be really obvious.) In the database, when I adjust the parameter curves, will the number I input for lvl 99 be what my character gets when he/she levels up to his/her final level, or do I need to do extra calculations?
(I set my characters' levels to 50, so I was just wondering if I had to adjust my numbers.)
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viraco
post Jun 14 2009, 07:02 PM
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Thank you for this script smile.gif
I have my Max level set to 999 for char 4

can someone tell me how to manually increase level from say 99 to 101?
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li-yang
post Oct 26 2009, 08:09 AM
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i've got an problem with line 36. if i start game it says:

Script ' ' line 36: TypeError ocurred.
undefined superclass `Scene_Base'

help plz
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