So, it's been a very long time since I posted anything at all here on the forums. I have been very busy with my day job, and my social life, and family chaos, and trying to squeeze a love-life in the mix. But I digress. Now that I have a little better of a hand on my schedule, it's time to start work on my first project again. I have, however, run into a couple of small snags that I am hoping that the community at large can help me with.
The first game that I am making has multiple "base classes", each of which is eligible to promote to one or more "secondary classes", each of which in turn is eligible to promote to one or more "master classes", all based on certain conditions being met in-game. Think something rather similar to how Ogre Battle: March of the Black Queen handled promotion. One set of conditions that is universal is that to promote to any secondary class, a character must have 25 levels in the class they are promoting from. However, with the default system, when a character promotes to a given class, they start at level 1 in the new class... which, given how the XP curve settings built into the editor work, quickly becomes a problem. Is there a way to set things up so that either...
A ) Promoting to Class B from Class A makes a character a level 25 Class B, or
B ) Alter the XP curve so going from level 1 in Class B to level 2 in Class B takes the same amount of XP that a logical progression algorithm for Class A from level 25 to level 26 would take?
Either solution would work for me, whichever would create the easiest fix. Thank you all in advance for your help! :)
Addendum: I apologize if a topic like this exists elsewhere; I DID run a search for key terms, but the search function of this forum is the only gripe I have with this website (love it otherwise, but search functionality no es bueno). If you know of another post somewhere that has questions of this kind answered, please feel free to simply drop me a link in the comments, and I will happily do my own research.
XP/Class Level Related Questions
● ARCHIVED · READ-ONLY
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Both of your solutions can be done with variables. So, prior to switching the actor's class, store either their level or EXP (Game Data > Actor ____ > Level/EXP) in a variable, and then change the level/EXP based on that after you change their class.
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Thanks so much. I am still a rank newbie at a lot of things when it comes to RMVXAce, and game development in general. I completely understand the proposed solution, do you have any advice on how I actually implement it? I am currently reading the help file for the program cover to cover (something which I have never bothered to do, an error in judgment that I am regretting now), so I will likely come across the solution to this particular question on my own eventually, but I have found the help file in general to be of limited help because it's always either expressing things in a much more complicated fashion than I am hoping for, or expressing it too simply (often omitting details or presuming knowledge of other facets of the program on the part of the reader), so if you are able to state in a clear, concise way how to go about it I would be most obliged.
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Well, that's about as concise as I can get with words, but here's a picture of what I mean:

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Ah, it's stuff buried in the event controls that I wasn't even aware was there! Dammit, I REALLY need to finish this help file. In fact, may just end up skipping to the section on Events for now, since 95% or more of the stuff I want to know but don't yet will likely be found there. Thanks again, Hollow. You are all the awesomeness.
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There is a lot of that, and there are also solutions found by the community that aren't even in the help file (like how to use the damage formula box in a skill to do more than just damage).Ah, it's stuff buried in the event controls that I wasn't even aware was there! Dammit, I REALLY need to finish this help file.
I suggest that after reading the help file (or parallel to it) you follow the link in my signature as that will guide you to a lot of other information.