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- Jan 4, 2018
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Alright, so first some background. The game I'm making has a level cap of 10, and level ups are gained exclusively through items called "level orbs" that essentially work like rare candies from the Pokémon series. The game is fuctionally a rogue-lite with a classic RPG style, so in order to make it so that the player couldn't over-level on an early floor in my game's main dungeon I decided to award 0 experience from random encounters, and instead award a certain number of level orbs after boss fights (this also forces the player to choose which actors they value levels on most with each run, rather than just giving the whole party flat exp from the boss fights). Here's the level orb item:

If you look in the item's effect box, you'll see that it runs a common event called "Max Level Checker". This is where my problems come in... Currently, the event is as follows:

In its current state, I'm only testing this common event with one character so that is why the control variable only checks the "Level of Celia".
What I'm trying to get the event to do is check for if the actor is already level 10 (the maximum level), and if they are, refund the level orb rather than consume it, while relaying the information to the player that the actor is already at their max level. The problem is that the event currently also runs when the actor REACHES level 10 (i.e. when a level up orb is used on the actor when they're level 9 to get them to level 10). This creates the following situation... Here's Celia at level 9:

and there's 2 level orbs left to use:

But when I use one to get her to 10...

The common event plays telling the player that she's already at maximum level, and the level orb is refunded, still leaving 2 in the inventory when it should have dropped to 1:

tldr; I'm currently not versed enough in eventing to make this work as I intend to... Any help would be greatly appreciated, and thanks in advance!

If you look in the item's effect box, you'll see that it runs a common event called "Max Level Checker". This is where my problems come in... Currently, the event is as follows:

In its current state, I'm only testing this common event with one character so that is why the control variable only checks the "Level of Celia".
What I'm trying to get the event to do is check for if the actor is already level 10 (the maximum level), and if they are, refund the level orb rather than consume it, while relaying the information to the player that the actor is already at their max level. The problem is that the event currently also runs when the actor REACHES level 10 (i.e. when a level up orb is used on the actor when they're level 9 to get them to level 10). This creates the following situation... Here's Celia at level 9:

and there's 2 level orbs left to use:

But when I use one to get her to 10...

The common event plays telling the player that she's already at maximum level, and the level orb is refunded, still leaving 2 in the inventory when it should have dropped to 1:

tldr; I'm currently not versed enough in eventing to make this work as I intend to... Any help would be greatly appreciated, and thanks in advance!