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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Wed Oct 21, 2009 5:23 pm Post subject: level cap |
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Is there a way to control leveling up?
For example, setting a level cap for hero X until event Y.
I really don't like games where you make a hard push early on, and cruise through the remainder without a worry.
Don't worry, I'm not trying to worm my way out of playtesting >:-P _________________ Working on rain and cloud formation |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Oct 21, 2009 5:42 pm Post subject: |
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No built-in way, but I suppose you could fake it by writing an instead-of-battle script that wraps a regular battle and denies the heroes the experience they earned unless certain conditions are met.
Code: |
plotscript, battle wrapper, formation, begin
variable(exp0, exp1, exp2, exp3)
# Remember each hero's experience before battle
exp0 := total experience(0)
exp1 := total experience(1)
exp2 := total experience(2)
exp3 := total experience(3)
# fight the battle
fight formation(formation)
# enforce level caps for each hero
cap level for hero(0, exp0)
cap level for hero(1, exp1)
cap level for hero(2, exp2)
cap level for hero(3, exp3)
end
script, cap level for hero, hero, old exp, begin
if(hero by slot(hero) == -1) then(exit script) # skip empty slots
if(check tag(tag: level 10 max) == ON) then(
if(get hero level(hero) >= 10) then(
set experience(hero, old exp, true)
)
)
end
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Wed Oct 21, 2009 7:08 pm Post subject: Bagne |
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Yeah, makes sense.
Is there a way of suppressing/modifying after-battle reward messages?
If all 4 heros are capped, the player will continue to read "gained 1 zillion xp" while in fact this would be terrible lie.
Like... cakes. _________________ Working on rain and cloud formation |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Thu Oct 22, 2009 12:28 am Post subject: |
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:p
Also, I may copy this script and use ift for evi...I mean the greater good of leveling...maybe even for use as a makeshift virus spe...
BEST GAME MACHANIC IDEA EVER!
having a spell that sets a tag on, that when set can only be turned off by a certain item, then...have it execute that script for a certain hero when it has been cast :p status effect from hell :p...(and FF9...) |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Thu Oct 22, 2009 2:26 am Post subject: |
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Why not just remove leveling from the game altogether and make battle power only depend on equipment and tactic? _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Thu Oct 22, 2009 5:24 am Post subject: |
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Probably so that there is still the sense of improving your character. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Thu Oct 22, 2009 5:43 am Post subject: battle farming stinks |
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Rya.Reisender wrote: | Why not just remove leveling from the game altogether and make battle power only depend on equipment and tactic? |
I've been considering that. You have to admit, it's weird to level up 20 levels, and return to an early map only to find the battles easy and annoying. It's a contrived escalation that happens without explanation. I would like the player to think about strategy more than leveling up.
Oh, and battle rewards (like experience) promotes battle farming, and battle farming kills fun and game balance (and souls). I want the player to feel as rewarded for avoiding battles as for fighting them.
Battles should be dangerous, and minigames/puzzles can be opportunities to avoid them.
Newbie Power's right though ... It feels *good* to level up. There's no denying it. That's a good enough reason to keep it.
You know what?
This post just may have made up my mind. I think I'm going to:
1) Use an quest-based reward system.
You are rewarded only for quest completion. The player's methods are irrelevant. He gets the same reward regardless of the number of puzzles or battles completed.
2) All rewards are given outside of battle, in a text box.
3) Battles will require thought (where possible), maybe even the random ones. Excessive battle encounters will likely result in loss.
4) Level-ups will be given sparingly. You'll be maybe lvl 5 or 10 at the end of the game.
Sound interesting?
By the way, NeoSpade, I don't think spells can flip tags, can they?
Items can - you can trigger a whole script with them - but I asked about spells earlier, and spell triggered scripts aren't implemented yet. _________________ Working on rain and cloud formation |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Thu Oct 22, 2009 7:29 am Post subject: |
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Spells can flip tags in battle at present, but I don't think they can flip tags out of battle quite yet. _________________ A broken clock is still right twice a day. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Oct 22, 2009 12:01 pm Post subject: |
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Raekuul wrote: | Spells can flip tags in battle at present, but I don't think they can flip tags out of battle quite yet. |
Oh, you mean when you cast the spell from the main menu outside of battle? Thank you for noticing that. They really should |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Thu Oct 22, 2009 11:50 pm Post subject: |
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Even better easy alternative: Make only bosses give exp.
But I guess you'd still need to plotscript so you can ensure that dead heroes will also get their share. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Oct 23, 2009 3:02 am Post subject: |
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Rya.Reisender wrote: | Even better easy alternative: Make only bosses give exp.
But I guess you'd still need to plotscript so you can ensure that dead heroes will also get their share. |
In Ypsiliform is a new general bitset, "Dead heroes gain share of experience" which applies to battle rewards.
If you want to set a level cap with plotscripting there are various complicated things you can do like only let the heros get within 1 point of levelling. You can also prevent levelup messages by setting the required experience to level really high before a battle (in an instead of battle script) and correcting it afterwards, for the status screen (or not). But you can't prevent "gained experience" messages (short of modifying enemies to not give experience)
I like your signature The fact that it uses box borders instead of plain boxes is an accident which I kept because it looked nice in TFV. _________________ "It is so great it is insanely great." |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Oct 23, 2009 7:18 am Post subject: |
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Quote: | Even better easy alternative: Make only bosses give exp. | Or he can have quests give EXP, which is clearly what he wants the gameplay focus to be. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Fri Oct 23, 2009 3:25 pm Post subject: I meant to ask ... |
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Can you display a plotscript variable in a text box?
Ooh...
Could I do something bizarre, like - convert the number into a string, assign a hero's name to that string, and display the hero's "name" in a text box? _________________ Working on rain and cloud formation |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Oct 23, 2009 3:32 pm Post subject: |
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You can use 'append number' to attach a value to a string.
I think textboxes can show strings like $H or something, but I haven't really used it before. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Fri Oct 23, 2009 3:49 pm Post subject: |
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It's shown at the bottom of the screen when typing in text box text.
${V10} will show global variable 10, ${H2} will show hero #2's name, and so on. _________________
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