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Changing max Level through Events (rpg2k3)

Because setting an exp cap will be ignored in battle, where certain key actions will raise/lower the current characters level (not affected by gaining experience/losing experience). Like I said, I'm using the level system not for its common nature but a different purpose.

Making your Custom Menu System

The biggest issue, and I really wonder why nobody posted anything about it, is, that the menu stays accessable during events, which interupts them, mainly in events where your hero is moved automatically by the event, because the menu stops his animation and resets his planned route as soon as you exit. Is there any quick way to fix this? Otherwise to make it run properly you'd have to set the whole event as a map event for every single map and change accessibility depending on the maps events.

Edit: Nvm, easiest solution - set the whole kex detection event under a conditional branch that only works with a switch being on or off, and set the switch off/on before and after each event.

Changing max Level through Events (rpg2k3)

Well, I have controlled exp giveaway because level experience is only given in key situations like bosses. The thing is however, it is up to the player when he decides to kill certain bosses, this means there is a variation possible, when someone levels and when not. It's easy to set a standart branch that if my hero has reached this or that level, switch him out and one in with a new max level, but he will be placed in the last spot of the party. That means, I also have to switch out the other party members. And this is where the problem starts - I'd have to store the other characters information in a variable so the game recognizes their level when switched out and in again. This means I waste over 60 spots of variables.

Setting the max Level higher and give Level Up restrictions might work, but while it's an easy code for the normal level up events, it's a hardnut to crack when it comes to battle. The characters always start at level one in battle, and based on their actions it falls or raises. In short - filled timeline = 1 level up every time, using skills = lowering the level again based on the skill, a lot of the variables are set equal to the max level (effecting how fast the time line fills and how strong skills are).

@Milennin

As far I couldn't find a way to set a max level for classes, only for the characters.

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Right now I've tried to substitute MP instead for this. It's probably an easier solution, especially for cotrolling how much "levels" (MPs) you lose per skill, also because the player can see what "Level" the character is from the number of MP, and I think I can deal with sacrificing the stat for a different purpose (maybe I can add them in with variables later but let's see).

Changing max Level through Events (rpg2k3)

It IS possible to set a max level, that's not the problem. You can set a max Level at 10 in the character window, but withing the game, by using events, there is no way to set it higher (or lower) at a later point.

Changing max Level through Events (rpg2k3)

I've changed the purpose of Levels enormously in my game, making them serve in a totally different way. However, for the system to become more interesting, I'd need a function that allows to raise the max level during the game. It's possible to set a max. Level in the character window, but I couldn't find any way to change the max Level through events later on. The best option I found so far was adding a new character for every level - like cloning my hero into another character spot and changing the max level from 3 to 4 on this spot, and repeating this like 20 times, then with every "max level up", i just remove the char and replace it with the next clone. But I feel a bit unsettled with the thought of having over 60 character spots, as well as the next problem is - removing and replacing the character always changes his spot in the party. I didn't find a way to change spots via events as well (speaking of this, I couldn't even find a way to make a char start off in back row but meh...). So I'd have to remove every character for just one character's levelup and replace them once again to control their order in party, which leads to some headaches with programming stored character IDs. Before I am going to penetrate myself with this, is there any other, easier solve existing?

The Screenshot Topic Returns

You're a photograph and don't know how to use/ own any photo editing programs?

The Screenshot Topic Returns

@Jude I was sure photobucket cant upload pngs for a moment, but than I remembered I already did that before with the caves, so nevermind.

@bulmabriefs

For scaling I made this code:

Place a paralel process somewhere in the lowest tile row with this code:
Var Oper: Set, This Event Y Coord
Var Oper: - , Hero Y Coord.
Branch if Var is [set a number of vertical tiles from the event to the spot - at the row you want your hero to change the sprite, add another of those directly below that changes the sprite back to before, like if the number was 2 here, make 1 in another branch)
And yeah, finally, a line for changing the char sprite. This way, I'd add a lot of char sprites with different sizes, because without a smooth transition, I'd rather stay with keeping sizes or it makes things only worse.

And on a sidenote, if I may give you some tips:
Remove the outlines of your characters, make smoother transitions on the shadows. If you use Photoshop, make a layer above the sprite,, bind it as a mask and use a small smooth brush to remove outlines and make light/shadow transitions.
This is also the issue with the bridge or any other cvombination of photograph and sprite/chipset. The outlines make it look cut in, as well as the monotonous colour does. If you zoom into your BGs, you'll never find a single pixel with the same value and color next to each other.

The Screenshot Topic Returns

First, thanks for the link, I've searched hours for this and couldn't find it, and especially this forums are so slow for me, it takes like 1minute to load a page >_<

@Liberty

Thanks for the compliments.
I've prepared quite well. making paralax BG at 640x480 they fit 1:1 into a 40x30 map, which makes it a lot easier to plan everything. Not just for plaxing the above layer objects but also because I could draw with a template layer in photoshop, that showed me where the tiles are. This way I could define those things, like not having pathes between 2 tiles and such things. Certain compromises need to be made though, like the bridge, I prefered making it a bit skewed but sacrificing that ability to move over it in one line (you have to push up/down at one moment for complete crossing).

About the general discussion: Who actually said that chipset is 2D and Panorama is 3D? I implemented some chipset maps, and they're the same quality, just with less variety.

My characters should fit into the style, I drew them by myself as well and made them look as realistic as possible. Considering that they are reduced to an enormously small size, this might seem impossible, but the thing is, most things people see in your pictures are illusions of what you want to see. Seeing certain color and shadow combinations automatically makes you create a form in your head, interpretating it into something. This can be used with pixels as well. Oh, but the biggest thing, the standart charsets of rpgmaker all have outlines, and the shadows have no transitions, just like a cartoon character, this flats them out even more.

On top of everything I did for a realistic touch, I use tinted screens to make character and map color always get closer to each other. I've even added charset changes in certain spots because of light effects. Like a blue shimmering tunnel from the right will change my sprite, giving it a blue shine coming from the right.

Speaking of characters, just finished my 3rd playable character battle animation. I might be going to make a video though, because seeing the sprites alone doesn't really give you an impression of how they look animated.



The Screenshot Topic Returns

author=Jude
Depth and control issues could be handled by just eliminating tile-based movement and handling collision detection and depth via a grayscale mask. The higher the white value of the pixel at the sprite's coordinates, the larger to render the aprite, with solid black pixels being obstructions. There are workable solutions to this "problem". Also, bulma's example image is ugly while White_Rabbit's is very handsome. He clearly has an aesthetic sense that you don't so I'd trust his instinct when he starts integrating sprite objects into it.


I remember like 10 years or so ago, I found a way to break out of the tile-move system. But I couldn't find any tutorial/patch for 2k3 in the past weeks.

Is rpgmaker2k3 unable to understand subtractions?

Uh, well, you wouldn't think I was torturing myself with this code if I hadn't been trying it the other way around before? :P
The thing is, in battles it seems like only the first branch is triggered, while the others are ignored.