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Castle Paradox
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Mon Feb 10, 2003 8:36 pm Post subject: Unlimited Level Progression Plotscript |
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(The following text was taken from the Renzokuken Message board, and is posted here in an attempt to gather as much information as possible to answer my question)
I've run into a problem, and was hoping you l33t masters of plotscripting could help me. Here's what I want to do...
I'm trying to create a system that allows for unlimited level progression (Think FF2, NOT U.S.A. FF2). I'll be using the feature that adds in stat bonuses for equipped weapons and armor to do this. I want it so that at Level 10 (or higher), the Hero's level is reset to 1, while retaining the previous stats that they had and all spells they had learned. Understandably this would be a very complex script to figure out, but my question is this: Is such a script possible?
I'll also be using Set Max stat to keep HP from exceeding 9999, and the rest of the stats from going over 999. I already know how to do that. If "Level" is defined as a stat, then I can easily do this.
Thank you for your time. |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Mon Feb 10, 2003 11:25 pm Post subject: |
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You *could*, but it would still eventually reach a limit (although this limit can be very high, depending on the number of playable characters in the game) and it would take a *lot* of work because we don't have a setherolevel() function yet. Basically, you'd make a bunch of copies of each hero, give them all the same stats, same spell lists, everything, and set them all to start at Level 1. Use either a loop that's always running in the background or an after-battle script to check if the hero is level 10. If they are, store all their current stats in variables, all their spells in variables, and their equipment in variables. Then remove that level 10 hero from the party and replace them with one of the Level 1 copies, then set their equipment, spells, and stats using the new variables. I believe Cube's Utility Library has a function that copies an entire hero's spell list, so that can save on some time.
This is how I would see it being done, but if anyone has a faster way...well, Basically, if I were you, I'd wait for a setherolevel() function to come out (it may be in the next update).
Oh, and level is not defined as a stat. Sorry. _________________
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Cube Dimensional Traveller

Joined: 02 Feb 2003 Posts: 294
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Posted: Tue Feb 11, 2003 1:11 am Post subject: |
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I'm assuming you're talking about the "simular old level up bug". Anyhow, it's all actually quite easy. The one and only problem is that if you changed the level of a hero, their experience isn't changed. Changing a hero level can be done using the set hero stat like this:
set hero stat (find hero(hero), 12, whatever level, current stat)
(Meaning, levels actually DO have a defined number, and that is 12)
Personally, I'd just make my own experience system so it'd all be balanced. Meaning, I'd use one of the more useless stats, like accuracy (I never use that one...dunno 'bout the rest of you), to store experience, and change the level that way. The reason for doing this is because eventually with JUST changing the level, gaining level 2 could take 20, 000 EXP, and that kinda defeats the whole purpose of resetting the level anyhow.
So yeah...I guess that's that. |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Tue Feb 11, 2003 7:24 am Post subject: |
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I thank the both of you deeply. I believe that will be enough, though if anyone else has any thoughts to share, they may do so. |
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