(RM2K3) HOW DO I MAKE IT WHERE THE AMOUNT OF EXPERIENCE YOU EARN DOESN'T POP UP FOR A WHILE.
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In a game I'm making, I made it where the characters' max level is 1 until they reach a certain point really early on. But I still want battles so there can be money. But every time I finish a battle it says "100exp earned" or something to that effect. How do I stop this from popping up until the characters actually earn it?
Not my intended effect, since I still want those battles to give EXP when the character can earn it. But it's better than no problem fix at all.
If you do touch encounters, there is a way to have them not give EXP at one point, and give it later. Just set up a "global" variable for every enemy, and when the scene or whatever happens, make the variable 1 instead of zero.
Still don't give EXP in the battle, so when the variable is 0 it wont give anything. Then when it switches to 1, make an extra line of code that gives the player however much EXP.
If that doesn't work, you could make two versions of the enemies and the encounters, and have one give EXP and one not. Then have the variable switch between them.
That's the best I can really explain it, having not used the program in an ass of a long time. Hope it helps out.
Still don't give EXP in the battle, so when the variable is 0 it wont give anything. Then when it switches to 1, make an extra line of code that gives the player however much EXP.
If that doesn't work, you could make two versions of the enemies and the encounters, and have one give EXP and one not. Then have the variable switch between them.
That's the best I can really explain it, having not used the program in an ass of a long time. Hope it helps out.
Nothing that helps random encounters as easily, but this is great nonetheless. I guess I'll just go with the first encounters give no exp for now, then figure out some way for your party not to go to that area ever again. Thanks for your help.
I do not know if this is the best way:
But, I guess you could just create a common event set to Parallel Process with a trigger switch you activate right at the start of your game (or just copy and paste the event on the maps you want this to happen) with the command "Change Experience Points" with Reduce Experience Points set to 999 or along those lines, you should know the number. Then you simply turn off the switch when you want characters to earn experience. Understand?
This should work (I'm not testing it, you can) providing you never give enough experience for a character to level in a single battle.
EDIT: Upon reading closer, this WILL still have EXP pop up at the results screen, it just removes the EXP right away once returning to the map, so you won't have to create any other monster groups and your characters won't level but it will be very misleading to the player. So it's probably not a good idea, but I tried.
But, I guess you could just create a common event set to Parallel Process with a trigger switch you activate right at the start of your game (or just copy and paste the event on the maps you want this to happen) with the command "Change Experience Points" with Reduce Experience Points set to 999 or along those lines, you should know the number. Then you simply turn off the switch when you want characters to earn experience. Understand?
This should work (I'm not testing it, you can) providing you never give enough experience for a character to level in a single battle.
EDIT: Upon reading closer, this WILL still have EXP pop up at the results screen, it just removes the EXP right away once returning to the map, so you won't have to create any other monster groups and your characters won't level but it will be very misleading to the player. So it's probably not a good idea, but I tried.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
What you need, MKID, is a custom encounter system. This will let you have conditions for different random battles, as well as other neat stuff. I use a similar system in my game, to make the player not receive gold from random battles if they're playing on hard mode.
Here's my code, which you can feel free to use:
This event is a parallel process on the map. Let me explain what the variables do.
- The line where I set the Encounter Randomizer variable to a random number between 30-46 is where I set the number of steps per battle. In this case, the minimum steps per battle is 30, and the maximum steps per battle is 46. This is really the original reason I made a custom encounter system at all - to add a minimum number of steps per battle.
- The line where I set the Battle Chooser variable to a random number between 1-5 is where I set the number of different battles on this map.
- Below are the actual encounters. You will notice that I modify a variable when the player escapes. But you don't need to do that. I only do that because I use a custom experience system. You should leave out the XP Gained = 0 lines.
- If you have a second set of encounters that occurs under different conditions - in your case, the condition is that the player hasn't unlocked the ability to start gaining experience yet - then you just add a second page to this event. The second page will look like the first page except it will have different battles.
Here's my code, which you can feel free to use:

This event is a parallel process on the map. Let me explain what the variables do.
- The line where I set the Encounter Randomizer variable to a random number between 30-46 is where I set the number of steps per battle. In this case, the minimum steps per battle is 30, and the maximum steps per battle is 46. This is really the original reason I made a custom encounter system at all - to add a minimum number of steps per battle.
- The line where I set the Battle Chooser variable to a random number between 1-5 is where I set the number of different battles on this map.
- Below are the actual encounters. You will notice that I modify a variable when the player escapes. But you don't need to do that. I only do that because I use a custom experience system. You should leave out the XP Gained = 0 lines.
- If you have a second set of encounters that occurs under different conditions - in your case, the condition is that the player hasn't unlocked the ability to start gaining experience yet - then you just add a second page to this event. The second page will look like the first page except it will have different battles.
Wouldn't that still do what LWG's edit says, and "this WILL still have EXP pop up at the results screen, it just removes the EXP right away once returning to the map"?
EDIT: Wow. Aten was right. I am this stupid.
EDIT: Wow. Aten was right. I am this stupid.
Guys, you don't need all that! Don't bring cannons to do a pistols job!
mkid. Just make some "copies" of the enemies that the player will fight, but don't give them any exp so the "got exp" message wont even pop up. Now is the slightly hard part. Put all these monsters into the maps the player will use HOWEVER this maps will be identical copies of the REAL maps that will have the REAL monsters that give exp.
basically, until you get to the point where you can earn exp, your game will happen on the fake maps, then once you reach the story part, you can just use a switch to alter the teleports and teleport the party to the real map.
Believe me, this is a LOT easier than it sounds and since you said this will be for a short while only, you've got nothing to lose.
mkid. Just make some "copies" of the enemies that the player will fight, but don't give them any exp so the "got exp" message wont even pop up. Now is the slightly hard part. Put all these monsters into the maps the player will use HOWEVER this maps will be identical copies of the REAL maps that will have the REAL monsters that give exp.
basically, until you get to the point where you can earn exp, your game will happen on the fake maps, then once you reach the story part, you can just use a switch to alter the teleports and teleport the party to the real map.
Believe me, this is a LOT easier than it sounds and since you said this will be for a short while only, you've got nothing to lose.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Making two copies of every map in the game occurred to me, but it's a super crappy solution. Do you really want to have to make every single edit twice? Can you guarantee you'll never, ever forget to make any change to both versions of any map, a year or two from now? In terms of best programming practices, that sort of data replication on such a massive level is a serious mistake.
My system is basically the same thing as Aten's solution, except instead of two entire copies of every map, you just add a second set of random battles to every map.
My system is basically the same thing as Aten's solution, except instead of two entire copies of every map, you just add a second set of random battles to every map.
http://www.rpgmaker.net/users/MKID232/locker/Copy_Map.PNG
I somehow can't show the picture easily, so here's the link to the solution the game provided.
I somehow can't show the picture easily, so here's the link to the solution the game provided.
post=156327
Making two copies of every map in the game occurred to me, but it's a super crappy solution. Do you really want to have to make every single edit twice?
Are you blind or do you just... NOT READ. He said it's only until really early on, which I assume means 4-5maps at most. He never said this is for the entire friggin game.
You don't need a custom encounter system. You can make enemis not give XP, and add battle events that increase a variable value. Then you can convert that variable value to XP, if you need to (with a commont event, for instance).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Man, any time I can do something without battle events, I will. Copying and pasting that shit to every battle is an idiotic pain in the ass, especially when you want to edit the code later. Do you guys really not understand that the less replication there is in your software, the better designed it is? Pretty sure that's, like, rule #1 of programming or something. It was on the first page of my Intro to Programming textbook in 10th grade.
You're not allowed to argue with it, that's like arguing with a math professor that we don't need multiplication because we have addition. Maybe you can get it to work almost as well for select cases, and maybe using it requires that you understand multiplication and you don't want to bother to learn it, but the fact is that you are wrong, multiplication is never inferior to redundant addition. Arguing against this is retarded and just shows you have no idea what you're talking about and have never attempted any sort of real programming.
You're not allowed to argue with it, that's like arguing with a math professor that we don't need multiplication because we have addition. Maybe you can get it to work almost as well for select cases, and maybe using it requires that you understand multiplication and you don't want to bother to learn it, but the fact is that you are wrong, multiplication is never inferior to redundant addition. Arguing against this is retarded and just shows you have no idea what you're talking about and have never attempted any sort of real programming.
If you're working with something as limited as RM2K3, you should always go for functionality, not programming elegance. If it works, it's great.
post=156680Dude, that analogy doesn't work. Multiplication and Addition do different things. Multiplication is used for calculating groups of something, while addition is used for individual somethings.
You're not allowed to argue with it, that's like arguing with a math professor that we don't need multiplication because we have addition.
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