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    The level cap

    I've discovered a way to place a level cap:

    Step one: create a treasure item and make the name completely blank.

    Step two: place said treasure in every monster party on the field so that you always get one of the treasures.

    Step three: place three invisible events where the player can't reach them.

    Step four: set the 1st invisable event to "auto" and set the condition to "with treasure item". In the event code for the event, increase a variable (let's say Variable1) by one, then transition to the 2nd invisible event.

    Step five: set the 2nd event to anything but auto. place a series of Value conditional branches, with each choice being V1 equals a certain number (i.e., V1=5, V1=10, etc.). Then increase the level of every playable character. At the end of the event code, place an event transition to the 3rd invisible event.

    Step six: set the trigger to anything but auto in the 3rd event. In the event code, place more Value conditional branches with the number pattern following the one in the 2nd event (i.e., V1=15, V1=20, etc.). At the end of the event code, transition to mode2 of the 2nd event. Continue the pattern until you want to stop.

    as you can see, for each branch choice, the level is increased by one, and the number specfied in each choise is the number of battles the player was in so far:

    V1=5, five battles, level 1
    V1=10, ten battles, level 2
    V3=15, fifteen battles, level 3
    you get the idea.

    recall that this creates a leveling feel a la Kingdom hearts, where all party members getting exp even when they aren't in the party (there is a way to make it specify which characters are in the party, but the event coding would be overwhelming). Also, you can customize the number of battles it takes to level up. Lastly, when V1 surpasses the number on the very last branch choice, it will continue to rise but won's affect anything else.


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: The level cap

    Assuming all battles give the same XP.

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      #3
      Re: The level cap

      I forgot to mention. Don't put any exp in any monster parties. This way, instead of gaining exp, characters go straight to the next level


      "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
      -Walt Disney

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        #4
        Re: The level cap

        This is a great idea and would work really well if someone could just figure out how to take out random battles and somehow have the player know he's about to go into a battle...
        Without darkness, how would you know there is light?

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          #5
          Re: The level cap

          So, like put in no random encounters and have all battles superceded by someone standing in the middle of the hallway?

          It really doesn't seem that hard to me...
          A God from the Machine - Menander

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            #6
            Re: The level cap

            So we'll have to place all these events and copy them over and over to every place that has battles?

            No thanks.

            I dont see a point in level caps anyways.

            Thanks for not putting the "Nerd God Presents" thing in front
            Last edited by JPS; 03-08-2008, 10:02 AM.

            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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              #7
              Re: The level cap

              Should you for whatever reason be creating a game that is SO open ended it can (in theory) be beaten instantly, the thematic level up would be a good way to guage your relitave skills.

              If every time you do a quest, you gain a set ammount of levels (say 1-5 depending on what you did) you could make a really poor game with no depth seem as though there's a lot going on. Basically the entire game would be sidequest!
              A God from the Machine - Menander

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                #8
                Re: The level cap

                Originally posted by JPS View Post
                So we'll have to place all these events and copy them over and over to every place that has battles?

                No thanks.

                I dont see a point in level caps anyways.

                Thanks for not putting the "Nerd God Presents" thing in front
                You could place only one on each field. that saves some copying.


                "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                -Walt Disney

                Comment


                  #9
                  Re: The level cap

                  I prefer my own method. The "tracking money with variables" trick? Same principle, except after the variable reaches a certain amount, the level is set back one.
                  Last edited by Dusk Raven; 03-10-2008, 04:47 PM.

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                    #10
                    Re: The level cap

                    Why would anyone want to be set back to level one?
                    A God from the Machine - Menander

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                      #11
                      Re: The level cap

                      Youve never played Azure Dreams have you?

                      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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                        #12
                        Re: The level cap

                        Actually, I've played very few of the posted games on the Pav: I have dial up so DLing them takes a long time.

                        Having had thought about it for a little while I guess I could see (few) situations where reverting team members to level 1 (or lower levels, anyway) could be beneficial.

                        Does this effect other stats as well, or just experience? Is this a way to "easily" max characters? I was thinking of a good practical application and that was the best I could come up with...
                        A God from the Machine - Menander

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                          #13
                          Re: The level cap

                          Azure Dreams isnt a RPGM game

                          In Azure Dreams you have "familiars" you go in a 40-floor tower with, each time you leave the tower you go back to level 1 but your familiars keep their level
                          Last edited by JPS; 03-17-2008, 08:29 PM.

                          Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                          Comment


                            #14
                            Re: The level cap

                            Even better!

                            Either way, the idea has been used before (a good deal of times) for extremly similar situations. I refer back to my point about attempting to find a practical application, and unless that application is making it really really hard to get better equipment, I can't see any.
                            A God from the Machine - Menander

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                              #15
                              Re: The level cap

                              Dusk... you say "level is set back to one"... do you mean your level of money, or your character's level? If it's the latter, I'm under the impression you can't reduce a player's level in RM3... so I assume you mean your level of money, but then I don't know exactly what you're talking about... could you be a little clearer?

                              Nerd... these "tricks" are pretty cool, but they're starting to crowd up the Workshop page. Think you could make one "Nerd God Presents RPGM3 Tricks" thread and put all future tricks in there? As a tip, it's wise to copy all your new ideas to the first page in the post.
                              Last edited by Wavelength; 03-20-2008, 03:44 AM.


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