This time it's a pretty complex request and try to discribe it the best I can.
Every character shouldn't get level from killing enemies. Instead of that they should earn 8 different experience points. One for HP, MP, ATK, DEF, MAT, MDF, AGI and LUK.
Would be nice if the same would be possible for TP. It would be great, if every actor has his own experiences for these 8 stats.
A nice bonus would be, if you can add a script call to add points as a price for completed mini game. Like Actor 1 earns 40 points for DEF.
It should kinda look like:
MHP + 1~100 if paid 1~100 Experience is payed.
The most systems that do that, using formulas like, you level up and get points. Others have the option to earn points by killing enemies, but have no option that you gain various points for ATK as an example. Also none has the ability to spend more then 1 point to each stat for an level up of an param. I really recommend to download the demo from below for an better example and understanding.
If it's necessary, I got a total of 40 characters.
"HP" for the points you healed an actor, via items or magic.
EXAMPLE: Actor1 healed 100 HP, the healed one get 100 EXP for HP. Same for items.
"MP" for the magic you restored through items.
EXAMPLE: Actor1 get healed 100 MP with an item and the healed one get 100 EXP for MP.
"TP" experience should be earned for the taken damage or dealt damage.
EXAMPLE: Actor1 damages an enemy with 100, get's 100 EXP for TP.
Actor1 get's 100 damage and earns 100 EXP for TP.
"ATK" the dealt damage of physical attacks.
EXAMPLE: Actor1 dealt damage with attack or a physical skill of 100 and get's 100 EXP for ATK.
"DEF" the blocked damage.
EXAMPLE: Actor1 taken damage with attack or a physical skill of 100 and get's 100 EXP for DEF.
"MAT" for dealt magic damage.
EXAMPLE: Actor1 dealt magic damage with an skill of 100 and get's 100 EXP for MAT.
"MDF" for magic damage the actor has taken.
EXAMPLE: Actor1 taken magic damage with an skill of 100 and get's 100 EXP for MDF.
"AGI" if the player uses specific skills that are like the "Rapid Impact" from Tidus, you will get the damage as experience.
EXAMPLE: Actor1 used a quick skill and dealt 100 damage, get's 100 EXP for AGI.
"LUK" can be gained by Luck based skills like "Gambling" and the damage you dealt or healed HP you get the experience.
EXAMPLE: Actor1 used a luck based skill and dealt 100 damage, get's 100 EXP for LUK.
The same goes the opposite way, if an enemy dealt the damage to an actor. The actor still earns this EXP.
I could do this with a common event too, but it would be easier with a script. For an closer explanation you can download the demo from Google Drive. I implemented the system the way I want it as an event:
https://drive.google.com/uc?id=0B4akh5ySzEN2eV85d0puak9neDg&export=download
The second request is a skill system, where you first learn the skills for points and level them up with the same points.
So you don't have the skill from beginning, or get them from normal leveling, instead of that you handle all of this with Skill Points.
It would be great if you can rename the skill points and they are shown in the status menu or in the main menu.
It would be great if it is possible to add an option to learn skill "fire" first before you can learn skill "flame".
But it's not 100% needed, only a nice add for more control that the player don't get the strongest magic in the beginning. ;)
The points should be regular earnable by killing enemies. A nice bonus is, if you can get points with items too. ;)
Thank you in advance, help would be really appriciated. :) (\s/)
[VXA] Level Up System, Skill Learn & Level System
● ARCHIVED · READ-ONLY
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Do you need custom scenes? If so, how will they look?
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You meant like a menu scene?
It could be basic RPG Maker VX Ace styled. Would be nice, if the character that you look at will appear in the lower right corner.
But not really picky about the optical aspect. Mostly the basic modul should work. ;)
How it really should look like I can't really tell, because I'm not a scripter at all.
Only thing that I forgot in the original post is, that I use a resolution change script.
So it should scale with the resolution. (\s/)
But I can make a picture of how it should look like with Paint.net if you like. ;) /) -
Pictures would be nice.
There are stat distribution systems, but involve a pool of points that you use to distribute to your stats (rather than "atk points" or "def points" that can only be allocated to specific stats)
I'd look into one of those and having them modified, since those come with custom scenes already for the actual allocation.
For the skills, look for skill tree scripts that require you to spend points to unlock or upgrade them. Again, preferably something that already comes with a scene. -
Here are the two pictures, who might explain it and thank you in advance:
It would be great if there is a :Scene_Levelup to use for the menu engine I use. (\s/)SpoilerHow I've writen it with eventing:

How it would be perfect to look:

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I'm assuming the costs column would say something like
Code:if you had 5000 points available for that specific stat?5000/190 -
Yep, exactly what I meant the first number is what you have and the second what it costs. ;) (\s/)
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Sorry for double post and necro post. :(
But I still need this.
For explanation to the picture from the spoiler:
The level should be taken from variable x.
The FP / HP should be taken from variable x that is writen to actor x.
The Param gain should be also writen to variable x, because I want to use them like: FP + 1 ~ 100
The costs from the left side are the actual points you have, could be also from a variable x. For these I only need three for HP, MP, TP, ATK, DEF, MAT, MDF, AGI, LUK.
The right side of the level up screen should be show, how much you need to level up. Therefore it would be also great, if it is writen like:
Variable x is belonging to actor x, because I also will do a cost increasement each level from 1 ~ 100.
In the lower right it would be nice to place a character graphic, loaded from a folder.
The menu background could be from the window default setting, not care much about that. :D
The second script is a Skill level system, which should look like:
The explanation so, the level should do the same thing here in the upper right. :)
The skills should be all listed there, don't care, if I need to write them in the script or simply do them in the editor and link them.
All skills should start at level 0, and can be leveled up with "Skill Points" that you gain 1 SP for attacking monsters. If you unlocked allready the skill, they level by using them.
Not sure if it is possible that way, but it would be super neat, if it is doable. Else I would prefer to gain Skill points after kill monsters, so the player can decide, where to spend the points.
In the lower left, it would be also nice to show up a picture.
For the first variance:
The second variance:SpoilerThe name should be shown, with the level behind it.
The first number shows, how many points you've earned, by using this attack.
The second number shows, how much you need to level up.
The last one I'm not sure if it is needed, but it shows what level the ability has.
Was thinking to unlock a skill, you need to spend skill points, for example:
Healing needs 20 points to unlock.
For unlock the skills you need to attack that many times and spend it in the skill.
So in that case you need to attack 20 times to unlock this skill.
But after it is unlocked, you need to use this skill to improve it.
Sorta like the Oblivion system, where you learn by doing it.For both I could use a formula thing, like "actor level * damage - enemy stats".SpoilerThe name should be shown with the level you got.
The first number shows how much points you have, but not really important there.
Because in that case it could be placed in the upper right below the level.
Because you will gain in skill points for all skills and you can decide, where to spend them.
But the second number is necessary, becaus it shows, how much points you need to spend to level up/unlock.
The last number I'm still not sure, if needed, because the level would be better placed in the name.
The second thing that would be good to have, that there is a possible way to do stuff like: "if skill Healing has reached level 10, then All Heal will be unlocked".
This window can also use the basic window skin. ;)
To insert both systems to my menu engine, it would be good to have a ":Scene_whatever" call. Only that way I can merge it to menu.
