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[RM2K] RM2K TO LEVEL 100....KIND OF.

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RM2K can't go to level 100 D: I am having a problem, where my characters in my game are already near 50 and it's only like 30% in, maybe.

Though, there is a catch that I'm figuring out.

I had 'copied' every character, and then set their stats at their level 50 digits, then added their stats by 200+ and voila! So in theory the level 50's are now at level 1 for example,

Nicholas Lv 50 (Now 1) -> Nicholas (when at "100")
Max HP 500----------------700
Max SP 400----------------500
ATK 180----------------380
DEF 160----------------360
S.FOR 300----------------500
AGL 320----------------520

So 50 is now 1 on the 'new' characters if you're following this...

Though in the game, the game will have to 'remove' the initial characters and then add the level 1 level 50 characters to your party. Though now their experience is lame, the curves I made I cranked the curves to 50, 50, and then with acceleration I had made characters needed more EXP or less. I sure wish though there was some easier way to make RM2k go to level 100. It's like a gimmick, trick. Though in the game, the characters have learned skills from items, which I made a common event that checks the characters learned skills, and "adds" the skills to the low level 50's if that makes sense?? This seems sort of complex just for things to work.

Though I also discovered something with Conditional Branching, yet I have to science this. So if each character is Level 1 (who are level 50's), I made a Common Event "Current Level Replacement/Rep". In it there conditional branch has a character at 1 or more, then a line that has changing the Nickname to a name - Level 51. :/ Hmm. Not bad but a lotta command lines to do that, especially for EACH CHARACTER. Long Event is long. Kinda really annoying!

I almost wonder if I should make it like Dragon Warrior Monsters where next to their names they could be +1's or +2's??? I dunno on that. Maybe some help with that.

Am I doing this right? Seems ligit??? The pups want my game to work. They do.
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
Why would you not just properly rebalance the exp curve and stats of the original actors
Marrend
Guardian of the Description Thread
21806
author=Dyluck
Why would you not just properly rebalance the exp curve and stats of the original actors

This is what I'm wondering. Like...

I am having a problem, where my characters in my game are already near 50 and it's only like 30% in, maybe.

...what EXP curve does your characters have, and what EXP rewards are you giving your enemies/quests/whaever that a player can achieve level 50 after playing ~30% of the game? Is there an item/equipment that doubles EXP rewards in the early game provided as an exploit that you're using that players may (or may not) find/use?
Rm2k can't double EXP. It can't do that...
Enemies start to get harder and give out more EXP over time, their HP goes up high too. Maybe that's the problem. Too much EXP!

I've expanded a game and made a lot of newer areas that weren't in the original, so that is probably another reason why they are much higher than usual
Though I think I got it. I think. Though not really with the EXP.

Though how it will function, not sure. I don't know whether to make a parallel process or an auto start event that would turn off when a character hits Level 50 precisely. >:( That seems weird.

Though in a common event, first it unequips the party.
Then,
If a character is 50 or more,
and if a character has a skill learned,
a skill is added to the copy of the character. And so on and so on.
The stats is the crazies.
Then, there's 12 variables.
First, puts the character's max HP in Max HP variable
And does it to the rest, max MP to Max MP, Attack to Attack, and so on.
Then in another Max HP 2 variable, is the copy character's max HP.
Then some math, where the game subtracts Max HP 2 (Copy Character) - Max HP (Old Character) = Copy Character's Standing HP
And to the rest of the stats.
Then, a parameter change to the Copy Character, where each stat is increased by the math done by the subtraction of the two variables.
And voila. The new character's next 50 levels are ready for battle. Aye aye!!
Though, EXP is now back to low digits. That's why I made the EXP 'increase' to 50 on both gages, and then made an acceleration for characters with slower leveling. Though, not the best way for EXP'ing, I know.

It is kinda wacky. Very hectic and methodical but I think it'll work. I think...
Though this darn EXP rate. Hmm. D:
Then I also thought of adding a method, of
when a character's level "IS Leel 2" for example
, it would change the character's nickname to "Level 52".
Though if I did that, then A LOTTA THAT REPEATED, in a parallel process.
And I have no idea if that will slow the game down.

Argh.
Though why is it that Rm2k can't go to 100?
The more I sit down with the program though the more things I figure out how to do. And a lotta people, prolly didn't even read the manual and just wanted to make a real basic game. Me though, on the otherhand, bigger and cooler games. Great epics are to be commenced here. Epics. PICTURE. lol

Though I am an artist, you're probably wondering. Why is he doing that?
Skills. The skills. And if you don't believe me, I've been on a mass updating of old games and working on a bunch of things for about three years.
I'm a bit late to this topic but wanted to ask, why not convert your game to Rm2k3?

I had initially began a project in Rm2k, and when I finally made the switch it was the best choice I ever made. Like you, I had the problem with level 50 not being quite enough among other things.

Furthermore, you could have Hp and Sp regen right out of the box.

Something to think about.
That's also true. Though I still kinda like that old charm about Rm2k. I think one problem, is that having matching battlers for characters, as most of them are just the charsets I got off the internet, like VIRPG storage. That and there was some ORI+BURAI facesets that were cool off some other Japanese website I found. It is kinda cool though more discovery of what it can do, as most creators haven't really pushed Rm2k to see what else it can do.
Tbh with you I didn't find too much of a change switching over because I too LOVE the style of Rm2k (I made 2 games with rm2k years ago). When switching, I didn't really like the style of the side view sprites provided with rm2k3 so I just took the map sprites I was using and animated them in battle and it looks pretty decent I think, and they are way easier to work with. After I made my first side-view sprite I was kind of addicted to it lol

The only thing that is a lot of work I just remembered was when I had to make the monster skills animated as well, since when you're in Rm2k all you really need is sound effects and screen flashes + a cool description but rm2k3 is more visual. I recall being a bit overwhelmed at first but in the end I was happy I switched.

Anyway, something to think about, and like you say, it is definitely cool to push the old system like rm2k to new limits.
No I agree. Though I have been doing this game, that I used to play a lot when I first got into RPG Maker, and I have brought it into much more of an FF set up. I'm up to 448 maps already. :O That's a lotta map. Rm2k3 also has the stat multipliers too. Technically, you can kinda do that in RM2k though it would flux all the way up bc it would be a common event that is a parallel process, and then it would just max out to 999.
In other ones I made some custom "victory screens" with leveling, EXP, and stats that would show up AFTER battle that you have to put a switch on the 0th turn to activate, and then discovered more things.
I think the 'problem' I have found with Rm2k that it's a DQ and a half. Not QUITE DQ. It does do DQ-like things. Only if you tell it to do those things that make it DQ-like.
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