HELP WITH SHARED EXPERIENCE RPG MAKER 2003
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I am trying to make it where I have 2 characters get same experience at any given time, be it in party or else where. I intend to use this function as a form of transformation in my game that way I can swap out the characters, use the new ones ability and what not, and then at the end of battle. Example: Character A starts battle, transforms into character B, Character B finishes the fight, both get experience from said fight. I have the actual character swap don't pat, but it is what happens once the creature is dead is what I am having trouble with. Once the final damage is dealt on final creature, it is just finished, the exp, money and items are given. But it doesn't leave room for any events to function.
Pretty sure you would need to have touch encounters and a custom system to dish out exp. The monsters in the database would give 0 exp so that the events can do that part. I don't know the details of that system. One of LockeZ's games does that.
Well, that does make sense, I will do that only if I can not figure out how to do it with random encounters. Thanks is a good idea for sure.
I just recently added this to my own game.
Track the XP of everyone in your party before and after battle. Calculate the differences once the battle ends. At least one person will have a nonzero difference. Add that amount to all those who are dead and currently in the party, and add that amount to everyone who is not currently in the party but curretnly "available" to join the party (i.e. they are in your traveling group or w/e as far as plot goes but were not selected for battle).
You can use a variable to track at what point the player is in the storyline and who is appropriate to add the extra XP to.
As for the implementation, add a monster group event to every monster group with the trigger "Turns Elapsed = 0". Call a common event here to set variables for the start-of-battle-XP and to turn on a switch S to run a "Post_Battle_Events" common event. Post_Battle_events should be set to AutoStart with switch S as it's trigger. In this common event, track your end of battle XP and add extra XP accordingly.
Track the XP of everyone in your party before and after battle. Calculate the differences once the battle ends. At least one person will have a nonzero difference. Add that amount to all those who are dead and currently in the party, and add that amount to everyone who is not currently in the party but curretnly "available" to join the party (i.e. they are in your traveling group or w/e as far as plot goes but were not selected for battle).
You can use a variable to track at what point the player is in the storyline and who is appropriate to add the extra XP to.
As for the implementation, add a monster group event to every monster group with the trigger "Turns Elapsed = 0". Call a common event here to set variables for the start-of-battle-XP and to turn on a switch S to run a "Post_Battle_Events" common event. Post_Battle_events should be set to AutoStart with switch S as it's trigger. In this common event, track your end of battle XP and add extra XP accordingly.
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