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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Wed Oct 21, 2009 5:23 pm    Post subject: level cap Reply with quote

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
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Oct 21, 2009 5:42 pm    Post subject: Reply with quote

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

PostPosted: Wed Oct 21, 2009 7:08 pm    Post subject: Bagne Reply with quote

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.
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NeoSpade
Of course!




Joined: 23 Sep 2008
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Location: Wales GB

PostPosted: Thu Oct 22, 2009 12:28 am    Post subject: Reply with quote



: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

PostPosted: Thu Oct 22, 2009 2:26 am    Post subject: Reply with quote

Why not just remove leveling from the game altogether and make battle power only depend on equipment and tactic?
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Oct 22, 2009 5:24 am    Post subject: Reply with quote

Probably so that there is still the sense of improving your character.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Thu Oct 22, 2009 5:43 am    Post subject: battle farming stinks Reply with quote

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.
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Raekuul
Delicious!




Joined: 31 Mar 2004
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PostPosted: Thu Oct 22, 2009 7:29 am    Post subject: Reply with quote

Spells can flip tags in battle at present, but I don't think they can flip tags out of battle quite yet.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Oct 22, 2009 12:01 pm    Post subject: Reply with quote

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
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PostPosted: Thu Oct 22, 2009 11:50 pm    Post subject: Reply with quote

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.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Oct 23, 2009 3:02 am    Post subject: Reply with quote

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)

Newbie_Power wrote:


I like your signature Happy The fact that it uses box borders instead of plain boxes is an accident which I kept because it looked nice in TFV.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Oct 23, 2009 7:18 am    Post subject: Reply with quote

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.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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Location: Halifax

PostPosted: Fri Oct 23, 2009 3:25 pm    Post subject: I meant to ask ... Reply with quote

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?
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Fri Oct 23, 2009 3:32 pm    Post subject: Reply with quote

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.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Fri Oct 23, 2009 3:49 pm    Post subject: Reply with quote

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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