FIREVENGE007'S PROFILE
firevenge007
181
Search
Filter
How can I make my character die when not in a battle?
So I have a couple areas where the player gets to hunt animals for furs and skins so he/she can craft them into valuable items that aid other skills or can be sold for quite large sums of money.
When a player fails to catch an animal, usually it results in the player getting bit/hit/etc. by the animal once which takes off a constant amount of HP. When I mean constant, I mean unchanging, like if it hits 20, then it would hit 20 every other time.
This is where my dilemma comes into play. Apparently, my player's HP REFUSES to go below 1 outside of a battle, making the player technically INVINCIBLE. I would expect there to have to be a tweak in a part of the script for it to let me die outside of battle.
Thank you for your time.
When a player fails to catch an animal, usually it results in the player getting bit/hit/etc. by the animal once which takes off a constant amount of HP. When I mean constant, I mean unchanging, like if it hits 20, then it would hit 20 every other time.
This is where my dilemma comes into play. Apparently, my player's HP REFUSES to go below 1 outside of a battle, making the player technically INVINCIBLE. I would expect there to have to be a tweak in a part of the script for it to let me die outside of battle.
Thank you for your time.
Removing the level cap
Those are the curves that I was using before I used the script.
The script only starts with the basic exp curve, and I wanted to use multiple so that it could be just like how it was before using the script.
My intentions are simply to raise the level cap from 99 to 150 - which I cannot do without this script.
The script only starts with the basic exp curve, and I wanted to use multiple so that it could be just like how it was before using the script.
My intentions are simply to raise the level cap from 99 to 150 - which I cannot do without this script.
Removing the level cap
First character:
Basis: 10; Inflation:33
Hits 487,445 XP at level 80 (cap)
Second character:
Basis: 25; Inflation:35
Hits 459,248 XP at level 60 (cap)
Third character:
Basis: 25; Inflation:35
Hits 459,248 XP at level 60 (cap)
Fourth character:
Basis: 50; Inflation:35
Hits 5,533,005 XP at level 99 (cap)
Fifth character:
Basis: 10; Inflation:50
Hits 258,597 XP at level 60 (cap)
Sixth character:
Basis: 25; Inflation:35
Hits 459,248 XP at level 60 (cap)
Again, thanks for all your help.
Basis: 10; Inflation:33
Hits 487,445 XP at level 80 (cap)
Second character:
Basis: 25; Inflation:35
Hits 459,248 XP at level 60 (cap)
Third character:
Basis: 25; Inflation:35
Hits 459,248 XP at level 60 (cap)
Fourth character:
Basis: 50; Inflation:35
Hits 5,533,005 XP at level 99 (cap)
Fifth character:
Basis: 10; Inflation:50
Hits 258,597 XP at level 60 (cap)
Sixth character:
Basis: 25; Inflation:35
Hits 459,248 XP at level 60 (cap)
Again, thanks for all your help.
Removing the level cap
Removing the level cap
So, I've looked into this quite a bit before, and what I want to do is to make ONE character higher than level 99, while the others stay below 99. This sounds easy with a script - but I can't find any that have built in options where you can simply choose the xp curve like I can on the Rpgmaker database.
I'm using RPGMaker XP if that matters much, and I tried out this one script:
This is what I understand:
" $FINAL_LVL = 100
$MAX_HP = 99999
$MAX_SP = 99999
$MAX_STR = 9999
$MAX_DEX = 9999
$MAX_AGI = 9999
$MAX_INT = 9999
class Game_Actor
#--------------------------------------------------------------------------
# setting the levels...
#--------------------------------------------------------------------------
def final_level
# here you can set the max level for your characters based on their ID's...
# i set it so that 3 characters have different levels and the rest
# have max lvl of 9999
#
# this settings is only to show you how to change the max setting for your
# characters... same thing is for the parameters -> hp,sp,str,dex.agi,int
case self.id
when 1
level = 80
when 2
level = 60
when 3
level = 60
when 4
level = 150
else
level = $FINAL_LVL
end
return level
end"
So I made 4 levels work the way I want to, meaning that The first character levels up to 80 max, the next 2 only go to 60, and the last character goes to 150.
What puzzles me is this:
" def make_exp_list
actor = $data_actors
@exp_list = Array.new(final_level + 2)
@exp_list = 0
pow_i = 2.4 + actor.exp_inflation / 1000.0
for i in 2..final_level + 1
if i > final_level
@exp_list = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list = @exp_list + Integer(n)
end
end
end"
This is the XP curve. I cannot modify it so that all skills have a different xp curve. It's built in to make all characters use the same xp curve, and that's why I need help.
If there is any way I could change the script to use more than one xp curve for the characters, that would be fantastic!
Thank you for your time.
I'm using RPGMaker XP if that matters much, and I tried out this one script:
This is what I understand:
" $FINAL_LVL = 100
$MAX_HP = 99999
$MAX_SP = 99999
$MAX_STR = 9999
$MAX_DEX = 9999
$MAX_AGI = 9999
$MAX_INT = 9999
class Game_Actor
#--------------------------------------------------------------------------
# setting the levels...
#--------------------------------------------------------------------------
def final_level
# here you can set the max level for your characters based on their ID's...
# i set it so that 3 characters have different levels and the rest
# have max lvl of 9999
#
# this settings is only to show you how to change the max setting for your
# characters... same thing is for the parameters -> hp,sp,str,dex.agi,int
case self.id
when 1
level = 80
when 2
level = 60
when 3
level = 60
when 4
level = 150
else
level = $FINAL_LVL
end
return level
end"
So I made 4 levels work the way I want to, meaning that The first character levels up to 80 max, the next 2 only go to 60, and the last character goes to 150.
What puzzles me is this:
" def make_exp_list
actor = $data_actors
@exp_list = Array.new(final_level + 2)
@exp_list = 0
pow_i = 2.4 + actor.exp_inflation / 1000.0
for i in 2..final_level + 1
if i > final_level
@exp_list = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list = @exp_list + Integer(n)
end
end
end"
This is the XP curve. I cannot modify it so that all skills have a different xp curve. It's built in to make all characters use the same xp curve, and that's why I need help.
If there is any way I could change the script to use more than one xp curve for the characters, that would be fantastic!
Thank you for your time.
Temporary No-Save
Temporary No-Save
I should have mentioned that this game is made through RPG Maker XP. Does that make things different?
Temporary No-Save
So I'm making this minigame where you fight these 3 high leveled monsters in these catacombs, and once you defeat them, there is a chest at the end which offers a random item with a possibility in receiving a rare weapon.
The problem is that, any player could save in the chest area right before collecting their coffers and just reload their previous game over and over until they receive the rare weapon.
Is there any way that I could make this location a temporary "No-save" area, so that when in the catacombs, a player cannot save his progress until he has collected his loot and is out of the tombs?
Thank you.
The problem is that, any player could save in the chest area right before collecting their coffers and just reload their previous game over and over until they receive the rare weapon.
Is there any way that I could make this location a temporary "No-save" area, so that when in the catacombs, a player cannot save his progress until he has collected his loot and is out of the tombs?
Thank you.
Help with Hunter
Help with Hunter
So I'm trying to make a skill where I can make the character set up deadfall traps or whatnot on a specific tile, and there is a bunny around that is supposed to fall under the deadfall trap. What I'm having problems with is the bunny falling in the deadfall trap. I'm not exactly sure how I could make it so that when the bunny hit the event where the trap is, it would automatically dissapear into the deadtrap. If someone could help me with this issue, that would be fantastic. Thank you for your time :)













