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Found 47 results

  1. Here is a little script I was working on for my test game made to count tallies when each stat is used and randomly raise them after battle. It's kinda like the stat leveling system in Final Fantasy 2(j) and the SaGa series, but it works a bit differently. Mostly it is different in that experience levels still exist and are used both to determine your max over all stat level, and whenever you gain a level you get a big random boost to your stat tallies. The actor class's stat growth curves also determines how much each stat level is worth. Anyway the basic idea for how it works is stat tallies are used as percent chance that that stat will level up after battle, so if a stat is tallied 100 times it will always level up, but if it is tallied only 10 times you have a 10% chance. Tallies are remembered across battles but the level up chance only happens at a battle's conclusion. If a stat is leveled up a flat 100 is subtracted from the tally, and it can go into the negative. This practically means stat increases are random but predictable over a large period of time, and since your level acts as a cap for how many stat increases you can have and your class acts to show how many each are worth, the fact that the stats always grow at the same rate is not as important. It's probably not going to be useful for most people's needs since it doesn't try to exactly match the system used in the old games, and is mostly me just experimenting with the mechanics. It might be useful as a base if anyone wants to do something similar though! Here is the script:
  2. Hello everyone. I wanted to see if anyone else has an issue with this. I have a parallel process on a map that plays a BGM. After battles, the BGM continues. However, after a level up takes place the BGM starts from the Beginning. The BGM is not entered into the map details because I don't always want it to play right when you step on a map. I also want it to be subject to change. How do you think you would keep the BGM from restarting even after the Level up Fanfare? Thanks in advance people! You have always been very helpful!
  3. Hello! So, once again I'm in need for an Ace script Hopefully someone would fill this request, it's too important for me at the time. I'll try to explain simply; I'm requesting a script for VX Ace that simply overwrites the values of EXP (experience) needed for each level, and stores that EXP in a variable or something and level up the actors with a script call or something (of course, determined by the amount of EXP stored) - since default EXP controlling system is way too much complicated for me. I hope I'm not asking for two scripts at once, I really have no idea about that. Because both controlling and storing EXP are important for me, so if these two things are supposed to be separate scripts - please correct me here. What I'm trying to do basically: I want my leveling system to work like this > The actor have enough EXP to level up, but the actor won't level up (instead their EXP is stored, and the actor cannot gain more EXP until they level up themself) until they upgrade their equipment. (Upgrading their equipment levels them up) This is supposed to work separately for each actor and not the entire party. And the equipment of one actor is upgraded all at once. (it's not like weapon should be separately upgraded, and bodygear separately; everything in the equipment is upgraded all at once) The levels are 1-5. The max level is 5. And the amount of EXP needed for each level is supposed to be the same value (for example 100 EXP needed for each level up) Thank you if someone helps me find a solution to this! EDIT so the project I needed this script for is cancelled now, but still it would be awesome to have this script, it will be useful in other projects too.
  4. Author: Mr. Trivel Name: Max Level Restrictions Version: 1.0 Created: 2016-03-31 What does it do? Allows restricting and lifting actor, class and global max level. Pics: Nope. How to use? Use these Plugin Commands to set and lift max level restrictions: MaxLevel GlobalSet [LEVEL] - sets global max level restriction to [LEVEL] MaxLevel GlobalLift - removes global max level restriction MaxLevel ActorSet [LEVEL] [iD] - sets max level restriction to [iD] of actor MaxLevel ActorLift [iD] - removes actor max level restriction MaxLevel ClassSet [LEVEL] [iD] - sets max level restriction to [iD] of class MaxLevel ClassLift [iD] - removes class max level restriction [LEVEL] - what is the new max level [iD] - actor or class ID Examples: MaxLevel GlobalSet 10 MaxLevel GlobalLift Maxlevel ActorSet 20 5 Maxlevel ActorLift MaxLevel ClassSet 30 7 Maxlevel ClassLift Priority: In case of multiple restrictions (default, global, actor, class) the lowest value one will be used. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  5. Author: Mr. Trivel Name: Gain Stats on Level Up Created: 2016-03-15 Version: 1.1 What does it do? Actors gain stats on level up depending on their class. Screenshots: It's just numbers. How to use? All stats go into class note field: <STAT> formula </STAT> Stats: MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK v = variables a = actor Examples: <ATK> v[10]; </ATK> <DEF> Math.randomInt(5); </DEF> <LUK> -1 </LUK> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  6. Author: Mr. Trivel Name: Restore HP/MP/TP Created: 2016-03-15 Version: 1.0 What does it do? Allows actors, classes, weapons, armors or states to restore HP/MP/TP after winning a battle or leveling up. Screenshots: Battles were way difficult to get a nice screenshot. How to use? Add following tags of your liking to actor/class/weapon/armor or state note fields: HP: <RestoreAfterBattleHP: [AMOUNT]> <RestoreAfterBattleHPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpHP: [AMOUNT]> <RestoreAfterLevelUpHPPercent: [PERCENT AMOUNT]> MP: <RestoreAfterBattleMP: [AMOUNT]> <RestoreAfterBattleMPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpMP: [AMOUNT]> <RestoreAfterLevelUpMPPercent: [PERCENT AMOUNT]> TP: <RestoreAfterBattleTP: [AMOUNT]> <RestoreAfterBattleTPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpTP: [AMOUNT]> <RestoreAfterLevelUpTPPercent: [PERCENT AMOUNT]> RestoreAfterBattle - restores HP/MP/TP after a won battle. RestoreAfterLevelUp - restores HP/MP/TP after a level up. [AMOUNT] - flat amount E.g. 10, 100, 1000, 50, 37 [PERCENT AMOUNT] - uses floating point E.g. 0.53 being 53%, 1.0 being 100% Examples: <RestoreAfterBattleTP: 50> <RestoreAfterBattleHP: 15> <RestoreAfterBattleHPPercent: 0.05> <RestoreAfterBattleMPPercent: 0.10> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  7. Author: Mr. Trivel Name: Change Equipment on Level Up Created: 2016-03-15 Version: 1.0 What does it do? Changes actor equipment on specific levels when leveling up. Screenshots: Not for this plugin. How to use? Open the plugin in your favorite text editor, scroll down to EQUIPMENT SETUP and follow the structure there. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  8. SOUL_MV Retain Level on Class Change Author: Soulpour777 Plugin Description: Whenever you change class, it feels like a cheat when you change class and return to level 1 after so much time grinding for experience when you are on the other level. I don't like that. This snippet plugin allows you to retain your level when you change class from an event. Author's Note: I am just bored and I am out of ideas to make, so I just did this for a whim. Download (Mirror 1) - Dropbox
  9. Hi. I want to make a variable fro a conditional branch that checks what the party's average level is. I'm sure there's some little line of code that'll do it. Thanks!
  10. Script Name: Gumps LVLUP Messenger Version: FINAL 1.01 Script Author: Matt Sully (Gump) FINAL 1.01 Update: - Added some advanced window settings (base/control x and y settings, z setting, width/height settings). FINAL 1.0 Update: - Aliasing changed to be a lot more compatible - Fixed some spellign in comments BETA 1.28 Update: A couple new options. - Use_Base_Parameters: Controls whether or not to use base stats. See setting comment for more information. - VOCAB_BASESTATS: New Vocab setting for "Base Stats" string. - VOCAB_STATS: New Vocab setting for "Stats" string. Description: Gumps LVLUP Messenger replaces the default "level up" messaging system in VX ACE with a more detailed popup window, displaying stat changes and new skills. It can account for multiple levels as well, and show up to 10 newly learned skills per 'message'. The popup window can be configured to animate off the screen after a set time, or after the player hits the Decision key. There are a lot of settings for you to tinker with to make it unique to your game. You can control all sorts of aspects of the window and how it is handled, including animating settings and speed. There is also a setting for 'update priority' which can help make the system compatible with any other script that might use Scene_Map. Read the Script Header (commented section at the top of the script) for more information. Known Compatibility Issues: No known compatibility issues with any other scripts. May have compatibility issues with scripts that do things from within Scene_Map. If you find an incompatibility, post about it in this topic so it can be remedied. Modified Default Classes: (copy/pasted from script header) * GAME_ACTOR * SCENE_MAP > Aliased Methods: 1 > Aliased Methods: 2 > Overwritten Methods: 1 > Overwritten Methods: 0 > Added Methods: 3 > Added Methods: 6 This script does replace a single default method in Game_Actor, the level up message method. Terms of Use / Legal Info: (copy/pasted from script header) * LEGAL CRAP # (1) You may modify this script as you see fit, you may also release modifications # to the public, but you may not make any demands that counter this scripts copy # of the LEGAL CRAP text. # (1- If you modify and release this script to the public in any format, you # must include this scripts copy of the LEGAL CRAP text. # (2) You may freely use this script in any free or commercial game. # (3) If you use this script in your game, you must provide credit to the 'Author' # of this script, defined at the top of this script. Script: Installation: Paste the Script into Materials, above Main. Give the settings a once over, make sure everything is the way you want it. Note: Any 'exp show' related settings must always be enabled or set to true in order for that exp to use this system. Leveling from Battles (including all custom battle systems I've tested) will make the levelup message wait until the player is returned to Scene_Map before they all display. Because the system accounts for multiple levels, if an Actor levels multiple times all stat changes and skill gains will be shown in a single window. Screenshots:
  11. Glasses

    Static EXP

    Author: Mr. Trivel Name: Static EXP Created: 2015-10-26 Version: 1.0 What does it do? Makes every level require same amount of EXP. Enemies give exp depending on actor level. How to use? Set parameters in Plugin Manager. And use tags for enemy note fields: <level: X> - Level of enemy. If no level noted assumes level 1. <custom_base_exp> - instead of using default base EXP Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  12. What does it do? Changes actor equipment when they level up. Any amount of equipment can be changed. Author: Mr. Trivel Name: Change Equipment on Level Up Created: 2015-05-02 Version: 1.0 Screenshots: No. Instructions: Read module instructions to set what items to get on level ups. Script: <Link: Github> Blog: <Link: On blog>
  13. Knighterius

    Level Grinding

    Hello, So I was making my game and I noticed that my players might have to level grind a few levels before defeating a boss battle ahead. What I was wondering was, do people think it's bad that a game makes you level grind? Do you think that your level should be just fine if you do everything possible in the dungeon? I honestly enjoy level grinding, especially when lets say my level is 11 and to defeat the boss I need to be at around 15 I'd gladly go and battle some more and hone my skills. What do others think? Would you rather not level grind? Would you rather base it all on strategy? I feel my game is going to border on both but I'd like to know my friend's opinions Over and Out, Knighty
  14. Script in question. Basically just want it so I can use the notetags in the class notebox instead of actor notebox.
  15. DotA

    Shop Unlocked by Level

    First thing... I'm not new to this forum, though it's been a LONG time since I've posted anything (& I can't remember my old account or even the email it had, so I had to make a new one). Second, please don't give me any flak about not searching for a topic if this topic / post looks familiar to anyone. If there's anything I'm REALLY OCD about, it's researching things meticulously... &... not asking for help unless I REALLY feel like I need it. Alright... on to the task at hand. Let me first say that in addition to pouring through hundreds of Google searches, forum topics & scripts, I've also spent numerous hours tinkering with various common event, "if-then-else" / conditional branches, script calls & numerous other combinations to achieve what I'm trying to do...... all with no success. I'm quite familiar with most everything in the RMVXA engine, & a little scripting, but not enough to accomplish what I'm trying to do, (or I'm just missing something, maybe?). Here's as much detail as I can think to give in what I'm trying to do, (& I am already quite certain it's going to take a script to do it). Yes, I know that what I'm about to explain can be done through a common even &/or conditional event, but that would require an INSANELY large conditional string of "else" branches, (you'll see what I mean in a sec.)................... New items should become available as the actors level up (& trigger / unlock shop events at specified levels)... but I need the event / script to check ALL of the actor's levels, for the highest one. I'm sure there's a script (or call) that can be used here to do a check for the highest actor level (in the party), but I can't find it. I've even searched through Yanfly's "Enemy Level" script to see what was used to check the actor with the highest level against the enemy's level, without success. This seems like a simple thing, but I just haven't had any luck. Here are some other details of things I've tried &/or misc. details: Item Shop L1+ (this is the first shop that actors can access at level 1) = L1 Potion, L1 item, L1 ingredient, etc. Armor Shop L1+ = L1 Armors Weapon Shop = L1 Weapons Item Shop L10+ (this shop level would ONLY become visible to the actors at level 10+) = L10 Potion, L10 item, L10 ingredients, etc. Armor Shop = L10 Armors Weapon Shop = L10 Weapons etc., etc. Now..... here are some the things I've tried (all with undesirable results, without listing each one) > A conditional common event where a level check is done of each actor to see if the minimum lvl is present, "else" the lower tier shop is used. > A script call (using $game_party.members[0].level>=10), which only checks for the min. level requirement of the 1st actor I either run into having to make a conditional event with an INSANE amount of conditional "else" branches (checking the level of EACH actor, for EACH level tier; this means that, with 10 actors total, & a total of 10 shop tiers, a single shop event would have 100 "else" branches.... that's a bit much)............. or........... I use the script call above to check only the actor in the party's lead position for the correct level, but STILL run into a problem with higher levels, (see example below): Conditional Branch: Script $game_party.members[0].level<=10 Control Switches [001: L1 Shop Unlock] = ON Else Conditional Branch: Script $game_party.members[0].level>=10 Control Switches [001: L1 Shop Unlock] = OFF Control Switches [002: L10 Shop Unlock] = ON Of course, the problem here is that once the L10 shop condition is met, any condition I set higher than 10 won't matter because of the ">"... & that L10 condition will be met & be used. This is why I feel like I need a script... so I can have level "ranges". Shop Level 1 to 9 Shop Level 10-19 Shop Level 20-29 & so on. Creating a conditional branch (even one with a variable, or using game data) can't accomplish this, from what I've found. Any help with this would be GREATLY appreciated............ & I'm pretty familiar with the RMVXA engine already & am pretty comfortable with script "lingo", so even just pointing me in the right direction would be GREAT!! Thanks guys (& gals). Sorry this was so lengthy, but I wanted to make sure that I made clear what I'm trying to do, (since it seems that ppl rarely give enough detail when describing what they want / need).
  16. anthnintendofan

    Enemy Levels in Damage Formula

    Hey guys I am working on a game now and I am using final fantasy vi's algorithms for reference when it comes to damage and what not. Now I have hit a road block sort of. Now it is no problem for the actors to have thier level in their damage formula, the problem is with enemies. I tried to use Himes enemy levels script and Yanfly's enemy level script but both give me the same result. For example if I set an enemy's level to 4, the formula reads the enemy's level as 1 and in turn does not give the correct damage. I don't know if I am doing something wrong but here is my damage formula for enemies. ( (a.level * a.level * (a.atk * 4 + 64) / 256) * (255 - b.def) / 256 ) + 1 Currently I am using Himes enemy level script. I have the tags set up properly so I know its not that. If anybody can help that would be greatly appreciated. EDIT:I just reformatted the formula.
  17. JpotatO-TeamL2D

    [Resolved] Reset Experience on Level UP

    Hello, I go straight to my subject, i searched how to reset the exp of my actor but without reset the level too. for now i used a script call, when my actor gain one level, i change_exp and add a level after… but is not a really good solution, sometimes the level is reset instead of the use of the add one level call. This is the script call that i use for now, i use the Pearl ABS too and then need to use $game_party.members[id], i use only one actor then the id is 0 (zero). $game_party.members[0].change_exp(0, false) $game_party.members[0].level += 1 The best thing that i search is a simple snippet, a thing that save the current earned exp of the actor, certainly in a global variable? and when the actor level-up this variable is reset. well… i need to learn many things but sometimes i am stopped by this kind of things… like the moveto(x, y) that i can't make work to reposition the projectile Y position of the pearl abs (for working with custom resolution or pixel movement) I have found a script by Game_Guy too, it's for RMXP, but i can't adapt it too for now… here is it (i don't really know if this is the best method to share ruby too?): if any of you know a solution for reseting the current exp on level up, don't hesitate ! Thanks in advance. ; )
  18. I have wanted a script like this for a long time but have not seen it anywhere so I wrote it myself. Features: - Change default max level to whatever you wish.(up to 99,since there is no exp curve above lvl 99 it will crash if you try.) - Change stats to whatever you wish.(literally whatever you wish) - Change Tp to whatever you want. - Highly user friendly & Super easy to modify! Screenshots: Known Issues & Bugs: None Yet To do list: Expand default max level above 99. Edit: Hp bug fixed,now you can change hp past 9999! The Script: Credits: Erik Zetrov (Aka Sadirat) 1.You may not alter and distribute this scirpt. (Unless given permission) 2.You may not distribute as your own. 3.If used in a project credits are necessary. 4.May be used in commercial projects. (see point 3) 5.May improve the script if creator is given a copy of said improvement.
  19. Yoroiookami

    Very Short Script

    Hello. I'd like to ask if there is a way to make a variable that would check/change the % of experience the player has? For example, that variable = 20 would mean that player has 20% of his experience bar filled up. If so, please let me know how to do it. If not, I'd like a script that would allow me to do that. Also, is there a way to set every level to require 100 experience?
  20. Wind Samot

    Healing on Level up

    I wasn't entirely sure what to call this or tag this, but my question is pretty simple. Is there a way when a character levels up his/her hp will increase as well? Not like a total heal, just so that way you can grind a bit and not have to go run back to the inn cause your mp is still at 30, even though your max is 100.
  21. Yes, there have been many discussions about this topic and this is another one: In many Nippon Ichi games (La Pucelle, Makai Kingdom etc.) you see level caps like 9999 and stats up in the ten-thousands. This is actually not what I try to achieve, but Im interested in breaking the level cap that VXA provides - in a different way. I already got a solution, now I wonder if I missed anything? 1. You can level up to 99, but we assume that stat growth is really really really low. 2. When reaching the XP threshold for level "100" a script kicks in. 3. The script memorizes the characters parameter values 4. The script now resets the character back to lvl 1 (note this will adjust the stats). 5. Finally the script now overwrites the parameters with the memorized ones. 6. Tada! You got a Lvl 1 char with the stats of a Lvl 99. 7. Continue to level up all the way again to 99 8. Rinse, repeat. Crazy Grind? Yes Fun? Probably Not Doable? Thats the big question of today! EDIT: Argh nooo, you have to specify a max value (cap) in the stat growth section of the database. This means the max values would stay the same no matter how often your char has been through the "99". No, no no....
  22. Author: Mr Trivel Name: Actor Stats on Level Up Created: 2014-06-30 Version: 1.0 What does it do? Instead of setting all the numbers in Class, your actor gains stats according to your formulas. Requirements: None Instructions: The stat you want to be increased by formula on level up, write e.g.: <MHP: 50 + (@level/10).floor> – Actor will get 50 HP + extra HP from 10th level. <MMP: 10 + @level> – Actor will get 10 + number of his level Max MP. <ATK: @level> – Actor will get his level number of ATK. <DEF: 3 + @level> – Actor will get his level number + 3 of DEF. <MAT: 7> – Actor will get plain 7 MAT each level. <MDF: 5> – Same as above, just 5. <AGI: 5 + rand(3)> – Actor will get 5 + 0/1/2 AGI per level. <LUK: 1> – Actor will get flat 1 LUK per level. In actors note tag. Script: <Link: Pastebin> Blog: <Link: On blog>
  23. Hey all, Its been a while since my last blog entry. Real life keeps me busy (damn working class!) but there is progress at last. I have decided to rename this blog into a general RPG development, because my main project is currently undergoing drastic changes. What has not been changed is the core system, especially the skill system. I want to talk about that today. The skill system in general 1. In the game, skills cannot be learned regularly. Instead they become available at a certain level. Then you can buy the skill at a special skill shop. Usually a new skill becomes available every 5 levels. 2. All skills in the game come in 5 levels (I through V) of increasing power. Once you have learned a skill at a specific level you can learn the next skill level. Usually a new skill level becomes available every time your character levels up. Each new skill level replaces the previous skill level. 3. The final game will feature about 20 skills (exlcuding levels) for each class. But you cannot take that many skills into combat, you have to "equip" skills instead. Each character can equip up to 8 skills at a time. This forces the player to make a decision. A quick glance at the Combat System 1. Combat uses a script by Mr. Trivel (Battle Rows). That allows you to place your characters in the front or back row. The row has big impact on how the character performs during the battle. 2. Usually the front row is reserved for fighters, while mages and archers stay in the back row. 3. The row system modifies damage dealt and damage taken as well. Missile weapons and magic spells are not affected by the row. Skill Specialities 1. There are active and passive skills. Active skills must be activated during combat, while passive skills generate a effect as long as the character has equipped the skill. 2. Some skills feature a cooldown, warmup or use limit - this is done via YANFLY's skill restriction script. 3. In addition to the general skill limitation there are Heroic and Legendary skills. Heroic skills are limited to 2 (no matter what skill) while Legendary skills are limited to one skill. This means a character can only equip two or one of them at a time. 4. Each class utilizes a different resource system in order to pay for skills. Some classes use MP, while others use TP or even sacrifice HP. Some classes make heavy use of skills with cooldown or warmup restrictions. 5. Finally there are switch-skills. Usually two skills are marked as a switch and only one of them can be equipped at the same time. Most often this allows the players to choose a more offensive or defensive style of play. Example: The Knight Skills To finish this mega blog article, I like to explain you the first bunch of skills from the knight class. One of the core classes to be found in the game. The Knight is a slow moving powerhouse with lots of HP and DEF, but is also able to dish out some serious damage. The Knight is one of the first classes available in the game and is a superb addition to any party. Able to provoke the enemy, protect his party members and soak up tons of damage - the Knight is a true Tank class. The disadvantages of the knight are his lack of AOE skills (only one and even that is not really a area effect), his reduces ATK compared to the more offensive classes and his vulnerability to magical attacks. The main advantage of the knight are his cooldown skills. The knight does not require any kind of resource (like MP or TP) to use its skills. Instead, each skill features a cooldown of one or more turns. This limits the skill use but allows the knight to re-use its skills after each combat. This fact makes the knight more enduring than all other classes. Knight Skill List Shield of Faith I-V [Active Knight Skill, 2/3/3/3/4 turn cooldown, no other costs] The knight gains 4/8/12/16/20% DEF & Guard Rate for 2/3/3/3/4 turns. Justice Strike I-V [Active Knight Skill, 2/3/3/3/4 turn cooldown, no other costs] Deals ATK + MAT damage (increase with level) to 2/2/3/3/4 random targets. Royal Blade I-V [Passive Knight Skill, Switch Skill tied to Knight's Armor] Increases the Knight's ATK permanently by 2/4/6/8/10% Knight's Armor I-V [Passive Knight Skill, Switch Skill tied to Royal Blade] Increases the Knight's DEF permanently by 2/4/6/8/10% War Cry I-V [Active Knight Skill, 2/3/4/5/6 turn cooldown, no other costs] Knight gains 5/10/15/20/25% MHP & provokes enemies for 2/3/4/5/6 turns. Shield Rush I-V [Active Knight Skill, 2/2/3/3/4 turn cooldown, no other costs] Low damage and 75/80/85/90/95% chance to stun one target for 1/1-2/2-3/3-4/4-5 turns. Crippling Blow I-V [Active Knight Skill, 2/2/3/3/4 turns cooldown, no other costs, Switch Skill tied to Sunder Armor] Low damage + Reduce target opponents ATK by 5/10/15/20/25% for 1-2/2-3/3-4/4-5/5-6 turns. Sunder Armor I-V [Active Knight Skill, 2/2/3/3/4 turns cooldown, no other costs, Switch Skill tied to Crippling Blow] Low damage + Weaken target opponents DEF by 5/10/15/20/25% for 1-2 turns. Dash Attack I-V [Active Knight Skill, 2/2/3/3/4 turns cooldown, no other costs] Medium Damage (increasing with level) & push back (75/80/85/90/95%) one target (target is moved from the front row into the back row. If it was already there, the effect is ignored). Thrust of Valor I-V [Active Knight Skill, Heroic, Warmup 1/2/2/3/3, Cooldown 2/2/3/3/4 ] Powerful ATK + MAT Damage (increasing with level), Stun (50/55/60/65/70%) & push back (50/55/60/65/70%) one target. Phew - thats all for now, more to come in one of the next blog installments! If you are still with me, thank you for reading this wall of text. Yep, this is a big project and it will keep me busy for month's if not years. But its moving forward, in the next installment I will introduce you to the next class: The priest! cheers -Malagar
  24. I ran into a snag in part an Idea for a game I'm creating. I need to know how to make a required level for an area, like, a guard who wont let you pass until your level 5 or so. I'm lost and I'd appreciate whoever can help me.
  25. Anderson88

    Reserve Parties

    When playing through RPGs that give you more characters that can fit in a party, they're usually cast off to the side and receive less EXP from battle until you can stick them back in. However, at this point, they're often a couple levels behind and you have to grind them back up to speed with the rest of the party. Or a little more exaggerated scenario would be when you don't train a character that you don't like, and they end up being around level 7 while everyone else is level 35. So then a story event takes place and bam, you're forced to use that level 7 character, who really is weak and useless now. In Final Fantasy XIII, everyone got the same amount of EXP after battles, even if they weren't participating in it. Everyone remained at an even development level. In contrast, Final Fantasy IX had characters not in the active party receive zero experience, so the second scenario could occur. Personally I think it's kind of lame to have to get someone to catch up, yet it also seems kind of "too easy" if you aren't penalized at all for making poor choices in party formation... but then again, you shouldn't be penalized for doing what you like (in your right mind) and experimenting a bit... Well, I threw in a poll to see what people think. What do you guys do with reserve party members? ._.
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