Weapon level up Script?

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Started by OneTrueMitch 17 posts View original ↗
  1. I dunno if this is the right place to ask, but I was wondering if there are any scripts that can level up my weaponry? I was thinking of a script where you pay gold to raise the stats of weapons and armour. I don't want a forging script, just one that can do as I explained above. So far, I am stuck making my own weapons like "Weapon (LV 2)" or "Armour (LV 2)". There has to be a more efficient way.
  2. Pardon me if I misunderstand, but I was always of the opinion that what is leveling up is your experience with "that type of weapon". This comes from experience in using a particular item or even a line of items; so, how exactly does throwing gold at your "experience" make it level up?


    Unless you infer that the weapon or tech has an AI or a magical intelligence/self-awareness .... in which my original question still stands. How exactly does throwing money at a piece of equipment make it better/gain experience?
  3. I think the Poster means you pay someone to raise the stats of the weapon. Kind of like you did in most of the Suikoden games
  4. Yes, I want it to be spending gold to upgrade a weapon specs kind of deal. I don't want experience, just immediate level ups.
  5.  

    magnaangemon01 said:
    I think the Poster means you pay someone to raise the stats of the weapon. Kind of like you did in most of the Suikoden games
    Well, I like Suikoden as well as the next person, but my question is still about the "gold-for-XP" translation. If it's about increasing the sharpness or usability of a weapon, that's not a problem, because in my own engine I have considered something of this nature (I'm on the fence about implementation though).

    But in reply to Venka's link, which points to a script to give equipment "experience", Mitch0 didn't indicate that wasn't the intended implementation, but rather that this script didn't work because of perhaps incompatibility. I assume then that Mitch0 wants a scripted system related to the XP-based leveling of an item or weapon.

    (In such cases, this isn't so much of a "cheat" as it is just feeling that the player wants to get to max equipment level faster through paying to accelerate the item's experience/level. -- Isn't this possible that it could invalidate or even break some games' designs? Most game designers make the battles in their games to somewhat increase in level and difficulty as the player-party experiences the adventure.)


    Nevermind. Mitch0 seems to have responded while i was typing.
  6. Onomotopoeia said:
    Well, I like Suikoden as well as the next person, but my question is still about the "gold-for-XP" translation. If it's about increasing the sharpness or usability of a weapon, that's not a problem, because in my own engine I have considered something of this nature (I'm on the fence about implementation though).

    But in reply to Venka's link, which points to a script to give equipment "experience", Mitch0 didn't indicate that wasn't the intended implementation, but rather that this script didn't work because of perhaps incompatibility. I assume then that Mitch0 wants a scripted system related to the XP-based leveling of an item or weapon.

    (In such cases, this isn't so much of a "cheat" as it is just feeling that the player wants to get to max equipment level faster through paying to accelerate the item's experience/level. -- Isn't this possible that it could invalidate or even break some games' designs? Most game designers make the battles in their games to somewhat increase in level and difficulty as the player-party experiences the adventure.)
    I must agree. If the player is patient enough, they can level their weapons at the beginning of the game and go through the game with ease. You might as well just give them the ultimate weapons and gear and go "Go forth, and fear not, for you are gods and nothing can harm you!" This type of gaming can get very old and boring quickly. You may want to rethink this.
  7. I guess I should have been more descriptive. I don't plan on having EXP for weaponry, just levels, and I was hoping to make a forge (or 2) in my game that can raise the weapon levels for a certain amount of coin (the higher the level, the more one would pay).
  8. magnaangemon01 said:
    I must agree. If the player is patient enough, they can level their weapons at the beginning of the game and go through the game with ease. You might as well just give them the ultimate weapons and gear and go "Go forth, and fear not, for you are gods and nothing can harm you!" This type of gaming can get very old and boring quickly. You may want to rethink this.
    I don't understand why the possibility of the player realizing that if they just spend an extra week or so grinding their weapons, everything would be easy, would suddenly make it a bad idea.


    I would realize it immediately, but that doesn't compel me to spend the time and effort to actually do so.
  9. Idunno; depends on if the player wants to play the game in the manner the creator intended, or wants to have an earlier advantage.


    Both have pluses and minuses -- I've had games where I've done both, so I do understand where Mitch0 is coming from. I don't as a general rule like the pay-for-earlier-easier-success game, because as magnaangemon01 says, it's a bit like saying the character (and player) are more god-like: maybe not omnipotent in all respects, but sometimes that extra "edge" in battle could be too much of an advantage in getting to the end-game.
  10. Games should be slightly challenging. That's one of the appeals of them. Now, if you can script it to where they can only level it so far in a certain part of the game, then that would make a bit more sense. Boss fights would still be a bit of a challenge.
  11. magnaangemon01 said:
    Games should be slightly challenging. That's one of the appeals of them. Now, if you can script it to where they can only level it so far in a certain part of the game, then that would make a bit more sense. Boss fights would still be a bit of a challenge.
    Agreed. And the Suikoden references (at least as far as my favorite one of the group, Suikoden II) did support that, in that the blacksmith character could sharpen only to a certain level by default -- requiring higher and stronger hammers to increase the limit. It was really interesting doing some side-questing to get all the hammers along the way.
    And runes could also be attached to weapons, providing a bit more of an advantage -- and most of the runes were specifically limited in quantity (unless using those GameShark/GameGenie codes....) so that very few of the 108 Stars of Destiny could be maxed out to perfection. Personally, I never did do all that; some of the side-quests and scenes had a time limit for completing certain things in time: the Clive/Elza chase being one example.
  12. I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


    I have a Dynamic Features script that you might be able to use to add/change features on weapons. It depends on whether you want ALL of a particular kind of weapon to level up the same way - if 3 actors each have a sword equipped, would you want just one of them to level up, or all of them?


    I'm pretty sure there are equipment level scripts around - maybe the Master Script List has some?
  13. Onomotopoeia said:
    Idunno; depends on if the player wants to play the game in the manner the creator intended, or wants to have an earlier advantage.

    Both have pluses and minuses -- I've had games where I've done both, so I do understand where Mitch0 is coming from. I don't as a general rule like the pay-for-earlier-easier-success game, because as magnaangemon01 says, it's a bit like saying the character (and player) are more god-like: maybe not omnipotent in all respects, but sometimes that extra "edge" in battle could be too much of an advantage in getting to the end-game.
    Personally, I've never minded it being allowed. If someone wants to kill 200000 rats to have ultimate equipment that early, be my guest. Though, they could have also beaten the game in that same time (usually). Its almost like worrying about someone grinding against your level 1 opponents to get to level 99 (and I did read of a player trying to do just that in Kingdom Hearts, get to max level on the starting island). Someone could, if they were that bored or patient, but I don't worry too much about those people.

    Chances are, if you set the cost requirements high enough, it will not be practical to do this. If every enemy drops 1 G and an upgrade costs 25,000 gold, most players are not going to grind 25000 fights for that upgrade.
  14. Selchar has an equip level script


    http://forums.rpgmakerweb.com/index.php?/topic/22013-equipment-level-base/

    magnaangemon01 said:
    Games should be slightly challenging. That's one of the appeals of them. Now, if you can script it to where they can only level it so far in a certain part of the game, then that would make a bit more sense. Boss fights would still be a bit of a challenge.
    I typically don't like to impose limits on how a player can play the game they bought, even if it might go against how I intended them to play.


    As bgillisp mentions, if someone wants to spend hours or weeks to try to become over-powered in the first dungeon to the point where the game is a cakewalk, then that is up to them.


    However, those that actually want a challenge can take on the story and different quests and side-dungeons head-on without any of this preparatory grinding.