For a small test without using to much scripts, i'm trying to use the VX-ACE Level-Indicator as a sort of "Talent-Point" indicator. Idea works fine, but the Problem is, the Minimum display of "Talent Points left" is 1, but if the Actor did not have any talent points, it shoud be shown as 0.
Is there any way to modify the Level Indicator in the Main and Status menu to show the charakter Level as "Real-Level -1"?
All i want is, the actor could technical have "Level 1" but in the Menu is indicated as "level 0", Level 2 is indicated as Level 1, level 3 as Level 2, level 4 as level 3 ... and so on.
Is there a Posibillity?
Modyfi the level indicator to show level 1 as level 0 ?
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This sounds inconsistent. Why would one display say "level 1" but another display say "level 0"?
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I think the OP wants it to show "level 0" *everywhere*, s/he just worded it poorly.This sounds inconsistent. Why would one display say "level 1" but another display say "level 0"?
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You're probably going to have to edit the core scripts.
In Window_Base, there is draw_actor_level:
def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 32, y, 24, line_height, actor.level, 2)
end
You can probably get away with changing that last line to something like this:
draw_text(x + 32, y, 24, line_height, actor.level - 1, 2)
Mind you, that will change everyone's level display. And it's probably not the only place something
like that occurs. You'll also have to change the display in any scripts you've installed from other people.
You might consider, instead, keeping track of such things in their own variables and then
deciding on a place to show them. -
I think poorrabbit's solution will get you there. However, you have to be really careful about hijacking something like a character's level for your custom display, because:
- You won't be able to use standard character levels, nor EXP
- You will need to set each character's stats in the database so they don't change between levels (otherwise your characters will, for example, lose stats when they spend their Talent Points)
- Characters won't be able to obtain more than 98 Talent Points at once
If any of these restrictions are going to be a problem, however, what you'll want to do instead is to define a new property in Game_Battler (or Game_Actor or Game_BattlerBase) that keeps track of a character's Talent Points, and add in a way to show it on the appropriate windows. This is fairly complicated in comparison to the quicker fix suggested, and requires some intermediate-level scripting, but it's something we could help you with. -
This just sounds like the whatever script Andynator's using does not properly display those values.
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I don't think there IS a script Hime - just the RTP.
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It says "without using too many scripts" so I assumed a script was involved.
I also assumed "level-indicator" was someone else's script. -
Sorry for the Missunderstanding. I don't want an inconsistent display, but i simply did not know any other Place in the Ingame-Visuals, where the charakter-Level is shown, beside the Main-menu and the status menu. Maybe i forgott one place, but for the moment i can't remember a third "Level Indicator" in the RPG-maker standard-layout.This sounds inconsistent. Why would one display say "level 1" but another display say "level 0"?
I tried this, before i posted here. Did not Work for me.You're probably going to have to edit the core scripts.
In Window_Base, there is draw_actor_level:
def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 32, y, 24, line_height, actor.level, 2)
end
You can probably get away with changing that last line to something like this:
draw_text(x + 32, y, 24, line_height, actor.level - 1, 2)
Mind you, that will change everyone's level display. And it's probably not the only place something
like that occurs. You'll also have to change the display in any scripts you've installed from other people.
You might consider, instead, keeping track of such things in their own variables and then
deciding on a place to show them.
Oh ... i don't use any script, which changes the menu-Layout.
No. I don't use any script. As i wrote, it's only a small test-Project. And i'm feeling no urge, to spend hours of time in fiddling around with a new script i never used before, until it finaly works like i want.It says "without using too many scripts" so I assumed a script was involved.
I also assumed "level-indicator" was someone else's script.
If i would use a Script, i think there were no need, to use the Level-Indicator as a Skillpoint-Indicator. But - well - there is no script.
I now. All of this is exactly, what i want. The Idea behind this, is to try a System, which is Skill-based instead of attribut based and includes the need to visit trainers for charakter-enhancements.I think poorrabbit's solution will get you there. However, you have to be really careful about hijacking something like a character's level for your custom display, because:
- You won't be able to use standard character levels, nor EXP
- You will need to set each character's stats in the database so they don't change between levels (otherwise your characters will, for example, lose stats when they spend their Talent Points)
- Characters won't be able to obtain more than 98 Talent Points at once
If any of these restrictions are going to be a problem, however, what you'll want to do instead is to define a new property in Game_Battler (or Game_Actor or Game_BattlerBase) that keeps track of a character's Talent Points, and add in a way to show it on the appropriate windows. This is fairly complicated in comparison to the quicker fix suggested, and requires some intermediate-level scripting, but it's something we could help you with. -
I honestly don't think you can just use the level variable for talents like that, due to how levels are coded into the system, as every time you spend a 'level', the database is going to reset your attributes to the attributes for that level. Instead, I think this is going to require a script, and you will need one that makes it so that the character level does not display, but in its place, the talent level does.
Also, you will have to get rid of EXP from fights. Otherwise, after 50 EXP, the game is going to level you up anyways (assuming start at level 1, and default EXP curve). If you want the game to give you a talent point instead, that will take a script as well I'm afraid. -
In the game Idea, there is no automatic-Level process. No rising attributes, etc.I honestly don't think you can just use the level variable for talents like that, due to how levels are coded into the system, as every time you spend a 'level', the database is going to reset your attributes to the attributes for that level. Instead, I think this is going to require a script, and you will need one that makes it so that the character level does not display, but in its place, the talent level does.
Also, you will have to get rid of EXP from fights. Otherwise, after 50 EXP, the game is going to level you up anyways (assuming start at level 1, and default EXP curve). If you want the game to give you a talent point instead, that will take a script as well I'm afraid.
The Number behind "Lv." is the only value changing, if the charakter level rises. -
draw_text(x + 32, y, 24, line_height, (actor.level - 1).to_s, 2)
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It is working perfectly.
thank you all! -
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