Level Based Locations

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HoneyShot

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Hi, I'm hard at work on my first RPG Maker game, but Im having trouble setting up a dungeon that only appears on the world map once the actor as hit a certain number.

I messed around with variables but I can't seem to wrap my head around this one. Any help would be deeply appreciated. 
 

Kes

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Depends exactly what you want to happen when you say that it "only appears".  Do you mean that it only appears visually once the actor reaches a level, or that it is only accessible when that level is reached.

If it is only accessible, then the simplest way is to put a condition into the transfer event.

Line one, set a control variable named e.g. Dungeon Access, then select Game Data (first tab of variable command), click it and it will take you to a choice.  Select Actor, select Level.  That will check to see what level your actor has reached.

Then condition branch, 

Variable [Dungeon Access] is equal to or greater than [whatever level you choose]

Transfer to the dungeon.

The 'Else' part could be some sort of text saying whatever.

EDIT

Oops, forgot to suggest what to do if "only appears" = visually.

Set up the variable as above.

Have an event with the graphic of the dungeon, with the condition switch (top right section) the variable Dungeon Access is equal to or greater than...
 
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Berylstone

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Hi, I'm hard at work on my first RPG Maker game, but Im having trouble setting up a dungeon that only appears on the world map once the actor as hit a certain number.

I messed around with variables but I can't seem to wrap my head around this one. Any help would be deeply appreciated. 
What might be giving you trouble is you need to set your Actor's level to a variable using the game data.  

To do this go to page 1 of your event commands.  Then select control variables under Game Progression.  Choose a variable (you could name it Actor1's Level or something to that effect).  Keep the Operation at Set and change the Operand to Game Data.  Click the little ... to the right of Map ID and change it to Actor 001:"Eric" 's Level.  Hit OK.

This will store the value of selected Actor's current level into that variable so you can use it as a condition for your event pages.

I recommend making a common event that does this and other similar functions so you can more easily refresh your game data variables and keep them up to date as your character progresses. 
 
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HoneyShot

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ok, I tried to do both of those, but the problem It seems now is that the variable is not tracking the character level. So when the actor levels up, its not adding to the variable.
 

Kes

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It won't.  it will check the actor's level only when you ask it to.  That is why I suggested putting it into the transfer event into your dungeon.  When the player interacts with that event, the check will be run.  If you want it to do a constant running check irrespective of where the player is, then you will have to use a parallel process.  I tend not to use them unless I have absolutely no choice; they can cause lag and do other nasty things unless kept firmly under control.  However, as the purpose of getting the variable to to open up or deny access to a particular place, I don't think you need it to be constantly updating.
 

HoneyShot

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It won't.  it will check the actor's level only when you ask it to.  That is why I suggested putting it into the transfer event into your dungeon. 
Ok, from that I was able to make a common event that is switched on though a npc that turns on variable [dungeon access] = [actor] level. I fully understanding common events. But I got it to work and I think I learned something in the process. 

Thank you both, this problem is solved.
 

Shaz

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State what you actually want to achieve first. Do you want the dungeon to always be there, but you can only enter it when the actor reaches a certain level? Or do you only want it to be visible when the actor reaches a certain level?


If you want it to be visible all the time, do as ksjp17 says above. If you only want it to appear when the actor reaches a certain level, only use a parallel process if they can level up on the world map. If they can't level up on the world map, then create a parallel process event on the world map that puts the actor's level into a variable, then erases itself. So each time you go to the world map it'll check the actor's level and determine whether the dungeon (which is an event conditioned by that variable) should be visible.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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