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.
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.






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