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RM2K LEVEL CAP

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Is there any patches that bypass the rm2k level cap of 50 and raise it to 99? Or alternatively, is there any way feesable to bypass this? Yes there is the command to 'raise level' but does it raise stats as well?

I was unable to find any specific information on this with googling.

I'm hoping I can have a level 99 cap as rm2k3 does.

If there isn't a way already, then I can use resource editor to raise the numerical cap on the max. level field, which would work in theory but you'd also have to raise the cap on all stats to 99 (and anything over 50 naturally wont be visible on the stat points 'wave' in the hero tab of the database). I will do this, and test it out if it hasn't been done already, but I'm hoping there is another way.

So...?
tardis
is it too late for ironhide facepalm
308
easiest way around is to just not use the default system for levels and stats and code it all your own way, which provides you with much more flexibility and control.
Solitayre
Circumstance penalty for being the bard.
18257
I would decline to call that "Easy."
easiest way would be to deal with it, a lot of RPGs don't really require you to be 99 unless you really want to grind all the way through. Horrible answer i know, but 99 isn't a big deal.
Well 50 isin't enough in bigger, longer games most of the time generally.

and yeah, though a custom system would be 'easy' it would be quite tedious indeed. Also, you wouldn't be able to have the level up messages at the end of battle (assuming you use the DBS) now would you?
Changing the level cap via resource editor may not work; There is likely caps in place inside the game executable to prevent "Give Level: Ninebajillion to party". Plus there's the question of how RM2k pulls base stats/gains per level. I'd bet it's a fifty element array for each character. Trying to pull a value from that array outside of its defined boundaries, depending on how they coded it, will result in unpredictable behavior.

Solutions!
1) Scale exp, stat gains, ect. around a maximum level of 50
2) Redo levels completely to use variables. You will probably not be able to use the RM2k level value and may have to use variables to store this which has some obvious issues.
3) Change makers
Well I suppose the simplest workaround would be a custom level-up system that used 1 variable for each, hero, and leveled them up as they gained EXP. Keep in mind the game in question is using mainly default systems (dbs, dms). There is that increase level command that can be used so yeah. And that way, there would be no tedious stat layouts as there would be in a fully customized leveling system. Just 1 variable for each hero tracking exp gain, and then conditional branches to use the raise level command when requirements are met.

The only problem I have with this, is I just can't see how the level-up messages could possibly be displayed after a battle. They would have to be handled by a common event, and displayed outside of battle, which is... Unusual.
Give it a try, simply testing it out shouldn't be too hard. I personally don't think you can increase a character's level over 50 (which means you can't see their level in the dbs, for what that's worth), viewing the experience for the next level, and the aforementioned level ups happening after battle.
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