EXPERIENCE PAST MAX LEVEL

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So getting to a max level in my game is quite easy - and it is meant to be this way. But the thing that irritates me is that when a player reaches the max level, the game just puts the experience at "__/__" making experience non-existant in that skill.

This is where I need some help. Is there any possible way for a character's experience to go past the max XP for that character so that the experience could go to 500,000 or so, and not show "__/__"?

Thank you.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
What maker are you using? It might be possible in one of the script-inclusive ones, though for 2k/3 it's definitely a no - though someone might be able to whip up a plug-in that could.

Then again, who is going to get to level 99 unless they're a completionist of the highest order, especially in an RM game? Not many, so I wouldn't worry about it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, if he makes enemies give enough experience points, then it's easy to get to max level. I'm not entirely sure what the point is of showing you still gaining more experience points after they don't do anything any more, but I assume he has some complex system in mind that would be built around this feature.

But that's all mostly irrelevant, because I know that __/__ is an RM2K3 thing, so the answer is indeed no.

If you can explain why you want experience points to show up, what system you had in mind that would make use of this, people could maybe suggest different ideas? Someone can probably think of a different feature that would provide the same kind of emotion or game balance that you're trying to create through this one.
If it's really important, we could also do a little patching over there.
EDIT: XP? Okay, forget it. You don't need any patches, Ruby will do fine.
author=LockeZ
Well, if he makes enemies give enough experience points, then it's easy to get to max level. I'm not entirely sure what the point is of showing you still gaining more experience points after they don't do anything any more, but I assume he has some complex system in mind that would be built around this feature.

But that's all mostly irrelevant, because I know that __/__ is an RM2K3 thing, so the answer is indeed no.

If you can explain why you want experience points to show up, what system you had in mind that would make use of this, people could maybe suggest different ideas? Someone can probably think of a different feature that would provide the same kind of emotion or game balance that you're trying to create through this one.

I'm using RPGMAKER XP

The reason I want experience to show up after the level cap is just because that's what I had in mind when I first started building the game, but never got to that part until now since it wasn't the most important thing on the list at the time. But the reason I want to add this is because people who enjoy training a certain character will be disappointed when their character reaches max level, and will no longer show xp. It's kind of a self-achievement type of thing, where even though you have completed something, you can keep on doing what you enjoyed doing previously.

EDIT: To add on, the max levels vary - but in most cases, they are only level 60. I do not wish to change the level cap since it fits nicely with what I made.
I'd love it if someone could help me out.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This strikes me as sorta silly, and also really misleading to the player. But it's doable in RMXP, so here you go.

class Window_Base < Window
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "E")
    self.contents.font.color = normal_color
    if actor.exp_list[actor.level+1] > 0
      self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
      self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
      self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
    else
      self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
    end
  end
end

class Game_Actor < Game_Battler
  attr_reader   :exp_list
  def exp_s
    return @exp.to_s
  end
end

You should seriously consider making the experience points do something though, if reaching max level is something you expect the majority of your players to do before the end of the game. I think it's really misleading and confusing to give the player a currency and show it on their status screen but then have no possible way to use it.

For example, in Diablo 3, once you reach max level, your experience points start giving you Paragon Levels, which don't make you any stronger but increase the drop rates of items from enemies. Alternately, in World of Warcraft, once you reach max level you can start gaining reputation points with different groups, which unlock new pieces of powerful equipment as your reputation level increases.
Thank you.

The reason I wanted it is just because it's how I envisioned the game. I don't like having restraints on experience, because people who enjoy certain skills more than others would enjoy reaching higher experience in that skill.

Also, nobody is expected to reach the highest level in any skill, because although it's quite easy - there are a variety of skills that can be trained, and someone who is playing the game 'normally', meaning balancing their stats out rather than getting max level or higher in 1 skill would not get a max level quite easily.

I understand your concern for people who want to raise a character past the level cap, but the maximum level for skills to me seems overpowered enough. Having a max stat is very useful because it opens up the BEST money-making methods in THAT skill or deals the MOST damage with that character, etc. Adding extra benefits for going past the cap would just ruin the point of leveling all the stats, since a player would believe that they could simply raise one stat and use all the money they earn in that skill to max out the others easily (which already happens on a small scale).

But you must understand also that leveling to the max isn't the main point of the game. The point of levels are to complete quests and quests are used to attain either better equipment, training techniques (for those who want to gain even more experience), raw experience, cash, etc. to help players on their journey to completing the MAIN quest. The MAIN questline has NO requirements whatsoever, but training skills to certain levels are highly recommended to defeat the game.

I'm pretty much rambling on now, but I needed to get my point across.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
"because it's how I envisioned it" is quite possibly the worst possible justification imaginable and makes me want to take my code back

if the only reason you want to do something is because you want to do it, you should be banned from doing things in general

oh well whatever
author=LockeZ
"because it's how I envisioned it" is quite possibly the worst possible justification imaginable and makes me want to take my code back

if the only reason you want to do something is because you want to do it, you should be banned from doing things in general

oh well whatever

Wow.

Just because I want to try to make a game the way I want it to be and ask for help along the way so that I can learn from this experience while making my game progress so that the experience for the other people is better doesn't mean I should be banned?

I'm not sure if you have a grudge on me or something, but the HELP forums is for helping, right?

I'm not here to be criticized on how I run my game. I need help and that's why I am here. I never had any tutorials. I've taught myself how to use this game and I've been working on it on and off for over 4 years. Why should I be reprimanded by a fellow game maker when I am in no way offending anybody, and am trying only to make things better?

Also - I have had many people play my game before I came to this site to upload my game, and almost all said that they wish that they could see the experience they were gaining after they achieved the maximum level in a skill. THAT is why it was how I had envisioned it - to satisfy the people who have played my game.

I enjoy making things that other people find enjoyable. If I should be BANNED for trying to achieve the goals I have set for myself, then clearly I should think twice about my ethics.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't have a grudge against you. I don't even have an opinion of you, except that I think your avatar pic is obnoxious. But the fact is you ARE here to be criticized on how you run your game. Everyone is. That's what a game development community is for: criticism and learning. Making better games by learning (and teaching!) what works well and what doesn't in game design.

To make the game "how you want it" without consideration for what's actually going to result in the best game comes across as extremely selfish and arrogant to me. It implies to me that you don't actually care about the game. If the game's not being made for the sake of other people besides you, why should anyone help you? Perhaps I misinterpreted that statement, though, since you do seem to care about players, at least...

And as a minor point of clarification. It is my belief that the help forums are for helping your game, not for helping you. That sounds the same, and it mostly ends up with the same result, but I think it's different in that the reason a lot of people answer questions is to help the world end up with better games, rather than just to be nice to the person asking. To put it another way, a designer is one of the most important tools in the game development process, and honing and sharpening designers into more effective tools is a major purpose of any community of people who create anything, and RMN is no exception. But the tool is given attention for the sake of what it makes, not the other way around.

It is possible that I super offended you, in which case I apologize, but you came across as pretty offensive to me. Since a community of feedback and learning is what I stand for, and when people imply that it's not useful, I get offended.
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