[RM2K3] [RM2K] MESSAGE INVOLVING DISPLAYING STATS ON LEVELING UP
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This kinda sounds like a (kind of) complex topic to do with conditional branches, at least that is what I think this may involve.
When a character levels up, how would I able to show that their stats have increased? I know that: this may involve conditional branching, variables, and a (possibly long) common event.
Though not sure how to do this, and I feel like it's going to be a LONG event, considering I'm the guy who adds 29 characters to a game. :/
Any help will do. I have figured out how to do a full heal after battle in RM2k involving a common event and a switch without putting it in line in a normal event, so pretty sure I can handle it. Time to solve a Scooby doo mystery.
When a character levels up, how would I able to show that their stats have increased? I know that: this may involve conditional branching, variables, and a (possibly long) common event.
Though not sure how to do this, and I feel like it's going to be a LONG event, considering I'm the guy who adds 29 characters to a game. :/
Any help will do. I have figured out how to do a full heal after battle in RM2k involving a common event and a switch without putting it in line in a normal event, so pretty sure I can handle it. Time to solve a Scooby doo mystery.
You should probably look at the help file regarding Message Boxes as it lists a bunch of commands that solves most of your problem. Assign a hero's stat to a varible then put , in the message, x being the variable id, you can use something like (id of character) to display their name.
So just a single message like:
would work.
Where it might get tricky is if you want to show the actual stat increase ala fire emblem. So you'd have to store their stat numbers before and after the actual level up then display a message showing the differences. like Str: 50 (+5) with 5 being an example of the before and after subtracted from each other.
This is assuming you're manually leveling up, if it's after a battle and you have no idea if any of the characters leveled up or not you can likely just use a loop to save time, +1 a variable (that's tied to the id of the character your checking) until you get through all the characters, display a message ONLY if the current level is higher than the saved ones, and break the loop if all the characters have been iterated through.
The annoying part is having to make a variable for every character's level in order to store and compare them later. But I've seen worse scenarios. The other part is you could manually add the experience after the battles (its own can of worms), then just iterate through each hero when you add them so you're in full control of using just one variable to check for the level. Again not sure if you want to go this far but it's the furthest extent I can think of for this.
\v[x]
\n[x]
So just a single message like:
\n[x] leveled up!
Str: \v[x]
Def: \v[x]
etc...
would work.
Where it might get tricky is if you want to show the actual stat increase ala fire emblem. So you'd have to store their stat numbers before and after the actual level up then display a message showing the differences. like Str: 50 (+5) with 5 being an example of the before and after subtracted from each other.
This is assuming you're manually leveling up, if it's after a battle and you have no idea if any of the characters leveled up or not you can likely just use a loop to save time, +1 a variable (that's tied to the id of the character your checking) until you get through all the characters, display a message ONLY if the current level is higher than the saved ones, and break the loop if all the characters have been iterated through.
The annoying part is having to make a variable for every character's level in order to store and compare them later. But I've seen worse scenarios. The other part is you could manually add the experience after the battles (its own can of worms), then just iterate through each hero when you add them so you're in full control of using just one variable to check for the level. Again not sure if you want to go this far but it's the furthest extent I can think of for this.
author=Darken
This is assuming you're manually leveling up, if it's after a battle and you have no idea if any of the characters leveled up or not you can likely just use a loop to save time, +1 a variable (that's tied to the id of the character your checking) until you get through all the characters, display a message ONLY if the current level is higher than the saved ones, and break the loop if all the characters have been iterated through.
Hmm let me elaborate: it would happen after a battle, because normally, level up messages happen in battles. So would the message be activated with a switch after the battle? mragh
Yeah the tricky thing is I don't recall when you can trigger a common event at the end of battle and whether or not you can make the level up check before/after RPG Maker does the level ups themselves. Which is why I suggest making every battle award 0 exp and you give out the exp manually (and perhaps trigger the battles yourself for even more control) after each battle so you have full control of the level up message yourself.
RM2K/3 does not give you a lot of options when it comes to making it super clean.
RM2K/3 does not give you a lot of options when it comes to making it super clean.
Technically, you can do so! For a "Full Restore" event script I did:
On the 0th turn of the battle, turn on a switch "Full Heal after Batt".
I made this work just for after bosses.
In the Common Event, the Switch is set to "Full Heal after Batt" with a trigger of Autorun, then the contents are:
>Recover All: Entire Party
>Wait 0.0 Seconds
>Turn Full Heal after Batt OFF
Seems like if I do something similar with a switch during the beginning of the battle, I can initiate it straight after the battle. I also did a thing where a character can just escape by himself single handedly, and then returns immediately after the battle. :/ Trying to make RPG Maker do moar, is kinda tricky. He is a thief, after all. Though a lot of the characters in the game have super unique skills just according to them and their status builds.
On the 0th turn of the battle, turn on a switch "Full Heal after Batt".
I made this work just for after bosses.
In the Common Event, the Switch is set to "Full Heal after Batt" with a trigger of Autorun, then the contents are:
>Recover All: Entire Party
>Wait 0.0 Seconds
>Turn Full Heal after Batt OFF
Seems like if I do something similar with a switch during the beginning of the battle, I can initiate it straight after the battle. I also did a thing where a character can just escape by himself single handedly, and then returns immediately after the battle. :/ Trying to make RPG Maker do moar, is kinda tricky. He is a thief, after all. Though a lot of the characters in the game have super unique skills just according to them and their status builds.
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