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[RMVX] SETTING THE LEVEL ON NEW PARTY MEMBERS

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Hihi, I've been having a little trouble figuring out what initial level to put new party members. I'm not very good at estimating what level the main character is gonna be at by the time they meet the new party member. I've tried fooling around with the variables and such, but I don't think I can simply set the level of a new party member to the same as the main character's level.

So what I'm basically concerned about is: How should I deal with the initial levels of new party members?
There should be an event command that lets you set the level of a character by variable. And a variable command that checks the level of a character.

Create a variable, set it equal to your main hero's level amount. Then use the Change Level command, pick the character whose level is going to change and set it to increase by the variable where you stored the main hero's level. Viola.

Or you could playtest all the way through, add a level or two to the place where you have the two characters meet (to account for players getting lost, grinding and just running in to more enemies than you). Easy.



Personally I depend on the character in question. If they're supposed to be a veteran or very skilled I give them a higher level to reflect that. If they're not, I give them a low level. I never base it on what the main character's level is because meh. That's just my preference, though. How you handle it is up to you.

I mean, technically, you could eschew levels altogether and make skills something you learn from other places or only allow levelling up after set points (boss battles, story progression) or do a Suikoden where everyone is on low levels and gets a multiplier on experience so that they level up to the current party level faster or ... there's a lot of ways in which to do it.
unity
You're magical to me.
12540
author=Liberty
There should be an event command that lets you set the level of a character by variable. And a variable command that checks the level of a character.

Create a variable, set it equal to your main hero's level amount. Then use the Change Level command, pick the character whose level is going to change and set it to increase by the variable where you stored the main hero's level. Viola.


Wouldn't you need to subtract 1 from the variable first? Since characters start at Level 1, wouldn't the new character be one level higher than the hero in this case?

author=Liberty
Personally I depend on the character in question. If they're supposed to be a veteran or very skilled I give them a higher level to reflect that. If they're not, I give them a low level. I never base it on what the main character's level is because meh. That's just my preference, though. How you handle it is up to you.


I'm the same way. I generally prefer to use the story to tell me what level they need to be. I really like that sense of story/game integration ^_^
It's usually better to have them be a level higher (or a couple) than the hero, but yeah, if you want them on the same level, afterwards you could subtract a level (or before, if you want, with the variable commands.) It's easy enough to do. ^.^


author=Liberty
Personally I depend on the character in question. If they're supposed to be a veteran or very skilled I give them a higher level to reflect that. If they're not, I give them a low level. I never base it on what the main character's level is because meh. That's just my preference, though. How you handle it is up to you.

I'm the same way. I generally prefer to use the story to tell me what level they need to be. I really like that sense of story/game integration ^_^

Even better when the characters use skills/magic during the story. One of the great things about the Lufia series (Lufia II especially) was the inclusion of certain spells to the plot. Like where Selan used the sleep spell on a character who was sick so that she'd be able to get better and not stress. Small things make a world seem more realistic and connected. ^.^
Marrend
Guardian of the Description Thread
21806
One of my pet peeves is characters that are "new" that are several levels behind (or ahead) of where everybody else is. So, I can totally understand where you're coming from.

What I've done is set the experience value of incoming characters to the value of the main character. Of course, since it's me, I call that processing every single time a party member comes into the party. It was a bit wonky with the one game where players could switch between main characters, but, yeah, I definitely prefer doing that over a setting level in the editor.
Thankyouthankyou. I think I'll settle on a gap of a couple of levels. ; w ;

I fiddled around with events a little more than before, and I came up with this loopy thing.



Is there an easier way to make character levels match or is this pretty much it? ; w ;
author=Marrend
One of my pet peeves is characters that are "new" that are several levels behind (or ahead) of where everybody else is. So, I can totally understand where you're coming from.

What I've done is set the experience value of incoming characters to the value of the main character. Of course, since it's me, I call that processing every single time a party member comes into the party. It was a bit wonky with the one game where players could switch between main characters, but, yeah, I definitely prefer doing that over a setting level in the editor.


Wait, you don't customise EXP gain? Because that's totally an awesome thing to do. Someone who is a prodigy would learn faster than someone who has been sheltered their whole life (there's that tying up with plot thing again XD ). It'd put paid to your idea of using XP as a base.

It wouldn't be hard to make a multiplier based on level to allow low level characters to catch up fast - I'm pretty sure there are already scripts out there for it. That said, glad you got a few ideas out of it. Good luck.
Marrend
Guardian of the Description Thread
21806
@Liberty: To be fair, there was a game were I customized the EXP curve for one character so that she would be above where everybody else is. She also had a higher stat-base than anybody else.

*Edit, @Enka:


*Edit2: Or... something like that. If you want a gap in levels, you would subtract more than 1.
unity
You're magical to me.
12540
author=Enka
I fiddled around with events a little more than before, and I came up with this loopy thing.



Is there an easier way to make character levels match or is this pretty much it? ; w ;


There is an easier way ^_^

Say you had a hero named Karuna and a hero named Chisa, and you wanted Chisa to be a level behind Karuna. You'd do this:



Specifically, I got the variable for Karuna's level, subtracted 2, and then set Chisa's level to that.

Here's how you set up that last command in the Change Level field:

make them all level 1

no really that was really awesome in Valkyrie Profile hahaha lol but it was another type of story entirely (and then again it did tie with the plot because, well, the characters you recruit are "newborn" einherjar, so even if they were powerful generals and sorcerers duing their lives, being an einherjar is totes diffs lol)


Also I generally prefer to check the average level of the party instead of the level of the lead. That's what Final Fantasy Tactics Advance did, for instance.
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