Fake Level One?

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Started by Caedmon 18 posts View original ↗
  1. I am wondering if there is a way to have a characters level appear to be level one even if it's not.  I see a lot of class changing and promotion scripts for VX Ace, however it doesn't take into account the possibility of promoting between a range of levels.  These curent scripts only assume promotion at one certain level.

    What I amt trying to achieve is a Shining Force promotion where from level 10-20 you can promote and your stats will carry over to the new class.  It seems that this is difficult so I am thinking of faking the level reset to level one.  I am not sure if this is any easier though of a request.
  2. You could store the stat bonuses in variables and re-apply them after changing the class. :) If that's doable with what's in the game to increase those stats. It's a bit tedious, but one way to do it without any scripts.
  3. How can they be stored as variables?  
  4. You can set variables to certain values, for example a hero's ATK or MAT. It is a long process to make that work, however. You would basically have to know the base value at each level and take equipment into account.

    I have another idea: Maybe you could just have a look at the DIFFERENCES in stats between your source and your target class. For example, when you turn a Warrior into a Mage, you substract 2 ATK and 2 DEF per level and add 2 MAT and 1 MDF per level. Something along these lines. You could have a "base class" to make it easier, so you don't have to account for every single source-target class combination. So you turn the Warrior into the Base class, substracting 2 ATK and 2 DEF per level. Then you turn the Base class into the target class - here Mage, adding 2 MAT and 1 MDF per level.

    I think maybe a script would be easier. *sigh* But I wanted to try at least. :)

    EDIT: Well, on my way to the bathroom I thought about working with these class bonuses/maluses, and I think it's actually not all that bad. I, personally, would probably do it that way indeed. You can give it a try!
  5. Liak the class bonuses is not a bad idea but still wouldn't solve the issue if at level 10 your attack is 30 and at level 20 it's 40.  Still have to figure out a way to account for the difference in those 10 levels.  Maybe it's variables or maybe it's a script.  Variables seem like it would be a long list.  I'm getting used to making those since I can't script :)

    Thanks Cadh I will take a look.

    Anyone have other ideas to solve this?
  6. You can associate bonuses with the specific Actor as well.  

    This way, when you advance in level, you can add the bonuses to the Actor directly.

    These will persist even if the Actor changes classes, so they might be what you need.
  7. If the bonuses are multiplicatives (is that a word? I'm German, lol) of the actor's level, it's actually quite easy. Or if they somehow correlate, like 2 + Level x 2. Then you could just calculate them with variables and substract that variable. Or add, respectively.
  8. Wish it were that easy but no these bonuses would vary level to level.  It's a Shining Force like game.  Whitesphere what your saying makes some sense to me.  How exactly would you go about this?  Liak I apologize if this is the same thing you have said just stated differently. 
  9. Bump
  10. Caedmon said:
    Wish it were that easy but no these bonuses would vary level to level.  It's a Shining Force like game.  Whitesphere what your saying makes some sense to me.  How exactly would you go about this?  Liak I apologize if this is the same thing you have said just stated differently. 
    I don't think the bonuses vary per level.  However, if you press F9 and go to the Actors tab, then click on an Actor.  You will then see a blank list on the upper right-hand side.  Double-click on any of the lines to set a custom, per-Actor bonus or penalty. These can be things like:

    ATK + 150%

    MEV + 10% (Magical EVasion - spell misses basically)

    Basically anything you can set in a State, except calling a Common Event, can be done here.  And it will apply just to that particular Actor.

    But these are constant values and don't change as the Actor goes up in level.  I'm sure you could modify them at runtime, but it would need scripting.
  11. Oh, and you can give those features like ATK * 150% to classes, too! Isn't that what you want, actually? :)

    EDIT: From a player point of view, I like that very much. To know that a warrior has, I don't know, +40% ATK and +30% DEF compared to a "default" class, and a mage has +40% MAT and +30% MDF, and a rogue has +20% ATK and +40% AGI. I'd totally do that! But it's up to you, of course. Just wanted to state my opinion as a player. :)
  12. Hmmm I think we are talking two different things.  I am wondering if there is a way to store the increase between levels.  Let's say at level 2 your attack goes up 2 and level 3 is goes up 1 and at level 4 it goes up 3, then have 6 stored as a variable.  Once you change classes you then apply this increase of 6 to the new class.  Is this possible?
  13. Bump
  14. I tested Liak's suggestion in his first post.

    The process involves:

    1. using common event to store the actor's parameters in variables.

    2. set back the actor's level to 1.

    3. change the actor's class.

    4. add the actor's stored parameters to the current actor. 

    I did in a default project and shuffled eric's class between soldier and archer when he reached level 20. His Hp maxed on the fourth process.
  15. Hmm so I tried your method and I created an event that would store in a variable an actor's HP/MP/Att/Def/Agi all within a common event.  I called the event from an event and checked using F9 and sure enough there is the amounts sotred in the variables.  I then change the actors class and then made another common that changed the same actors HP/MP/Att/Def/Agi by increasing based off the stored variables.  When I check the status menu though he shows up without the added parameters.  Any idea?
  16. Upload a demo. I'll try to see what went wrong.
  17. Okay well I had taken a break and now am back to business.  So I still have this same issue and here is how I have it evented now.

    Call Common Event: Store Parameter

    Change EXP: Player +1000 (This works as it stores the players states after he gains 10 levels)

    Want to promote Player?

    Show Choices: Yes, No

    When Yes

    Change Actor Class: Player, Paladin

    Wait 3 Frames

    Call Common Event: Apply Parameters (After this occurs the stats remain the same even though using F9 the variable still shows stats in these parameter variables)

    The common event to apply the parameters is a change (one for each stat) has the Player as the Actor, Increase as the Operation and Variable is the stored parameter.

    Everything looks right but it is not working. Any ideas?

    EDIT:

    Had an issue with it adding total stats, including equipment, so I had to find a work around.

    Found this formula from a previous answer that Mr. Bubble gave.

    var = $game_actors[1].param_base(2)

    Does anyone see an issue with this formula for my use?  My test run seems to be working, but I haven't used it across the board yet for all stats.

    The link to that post was:

    http://forums.rpgmak...or-total-stats/

    Hope this helps anyone with the same issue.