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[RM2K3] [RM2K] HOW DO I MAKE A DOPPELGANGER WITH THE SAME STATS AS THE HERO?

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So, I am updating kind of an old game just for fun, and I have kinda an interesting idea that I'm trying to figure out how RM2k or RM2k3 can do

In the game, I'm making a 'recurring character' that is a negative double of the main hero, named NEGA DANNY, which is a different color palette of Alex! Though I have an idea. Each battle you get into with NEGA DANNY, he would have the same stats as the main character, except Danny's holy spells are inverted to dark spells, though HP and MP levels are very much higher than the rest of NEGA DANNY's stats. I want NEGA DANNY to have the same stats as the main hero even as he levels up, whether he is level 20, 30, vice versa. Would I able to do this with variables? Though variables don't really seem to 'want' to plug-in to a monster's stats-via it is RPG Maker 2000 and 2003, don't know how that would work.

There is a control option for setting a variable as the same stat as an enemies' attack, but I think that would work more like a scan spell for identifying things like HP levels and 'checking stats' - Dunno how to figure out this problem where stats would replace over into an enemies stats...
Not sure if this will help, but you might try doing something like this. In my game I have "Radiant" Dungeons, which is to say Dungeons that will level up the monsters as the group gets stronger.

I'll enclose 2 ways you can do this, just in case you decide to ever have Nega Danny a playable character who has to team up with his counterpart. This one is the easier course, so I'll write that one first. :)

Since you already have Alex as the Main Character, then the easy part is solved. Next create a event that sets a Variable called "AlexLevel" to whatever Alex's current level is.

So if Alex is Level 1, the Variable will be level 1.
If Alex is Level 2, it should set the variable to level 2 etc.

Now finally in the same event go to Change Level. Have AlexDoppelganger's level update to whatever the variable is in "AlexLevel" Got that part done? Excellent.

Now create a switch called "LevelChecked" Turn it on. The primary reason for this, is so the LevelCheck script isn't always firing and hogging extra RAM / Resources.

With this set up, now it's a simple matter of any time Alex runs into his evil twin of toggling the switch, applying a full restore to Alex or Nega Danny to make up for the deficiency in their HP / MP and going from there.

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...Now on to the real meat and potatoes of the topic. How to make a Monster named Nega Danny have comparable stats to the protagonist. This is going to sound a bit nightmarish, but if your committed there is a way.

..So you will likely have to make 100 iterations of Nega Danny as Monsters. So Nega Danny L.1., L.2, 3, 4, 5, etc. Each of these should match up with Alex's stats as you have them defined in his character's stat sheets. So yes that does mean that you'll have to hard code every single Nega Danny monster and it's stats to be comparable.

I am doing something similar with scaled monsters in my game so I know it can be tedious(I did mine as multiples of 5 levels to cut down on the amount of iterations that would be needed), but since Nega Danny is a doppleganger, he'll probably need a bit more customized attention requiring that.

Once you have the 100 versions of Nega Danny, you'll need to create a very lengthy enemy encounter event with 100 pages (One for each version of Nega Alex). If your level cap is lower than 99, then you can scale it back to whatever the level cap is.

Doctor_Lugae
Since you already have Alex as the Main Character, then the easy part is solved. Next create a event that sets a Variable called "AlexLevel" to whatever Alex's level is.
So if Alex is Level 1, the Variable will be level 1. If Alex is Level 2, it should set the variable to level 2 etc.
Now finally in the same event go to Change Level. Have AlexDoppelganger's level update to whatever the variable is in "AlexLevel"
Now create a switch called "LevelChecked" Turn it on. This is so the script isn't always firing.

Now it's a simple matter of any time Alex runs into his evil twin of toggling the switch


This allows you now to set whatever Alex's current level is say in the room before he encounters Nega Danny?

Now when you get to the point in the game where it prompts you to fight Nega Danny, do the above AlexLevel Variable I mentioned above. With AlexLevel Variable now set for what his current level is, you can do a basic (I call it basic but this is the 100 Page Event Nightmare I mentioned) event.

In the events set an event that checks the following:

Variable: AlexLevel
Equal to 1.
Actor: Alex
Start Encounter: Nega Danny Lv.1.

Next Page of the same event,

Variable: AlexLevel
Equal to 2.
Actor: Alex
Start Encounter: Nega Danny Lv.2.

Next Page of the same event,

Variable: AlexLevel
Equal to 3.
Actor: Alex
Start Encounter: Nega Danny Lv.3.

Next Page of the same event,

Variable: AlexLevel
Equal to 4.
Actor: Alex
Start Encounter: Nega Danny Lv.4.

And so on up the line until you reach the level cap. Mind you I know this is cumbersome, but this was the only way I found to make such a thing possible in RPG2003. Just remember what Vic Ireland used to say, "Delays are temporary, mediocrity is forever!"

I hope this info helped you out. That being said, I'm not sure if there is a better way, so if anyone else has any other ideas on a better way to do it, or to streamline this process, you'd be helping both of us out. :)
Hmm. Now that you mention this, I wonder if there is an easy route behind this. Though there would be multiple 'enemies' of Nega Danny, I feel like I can do some IF or THEN's - conditional branches. Like before the a battle of Nega Danny, the event would do a check of Danny's current level.
"IF" Danny is level 3, "THEN" Level 3 Nega Danny would engage into battle
It would be about 50 Nega Danny's to make though. And a lot of IF and THEN statements. This actually seems kinda helpful....
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