Level Cap Until Class Change

Omnimental

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I'm looking for a way to temporarily cap an actor's level.  The plan is to have him level as one class up until a certain level, then at a particular plot point in the game he'll be given the option to change into one of two new classes, which will enable him to keep leveling up to the final cap.  I know there's a way to do this with scripting, but I was wondering if there was a way to do this with what's already available inside VX Ace.
 

Dark_Metamorphosis

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I guess you could just copy the actor information and create two new actors where the stats are the same (or changed depending on if you want the stats to change when the character is changing class). So you set a cap of example level 25 for the first actor, and then you make a duplicate of the actor and raise the level cap to whatever you want it to be. Then on the plot point all you have to do is switch out the first actor to the corresponding actor for each of the 2 new classes.

Just make a choise option and make the event switch out the actor for the new class, set the new actor to start at level 25 without any starting gear (or with) and set the cap to 50. I guess you can change the look of your character this way as well if you want him to look different when he's a new class.

If you want the player to be able to switch between the classes whenever he wants, all you have to do is setting up this in the event:

First off, a conditional branch that will trigger depending on which class (actor) the player is currently using.

Let's say we have Guardian as the current class and want to switch to Berserker.

We then add a conditional branch that will only trigger if the player is using the Guardian actor, and add this:

change party member: Add [berserker actor]

control variables: [001:set Guardian Actors  exp value] = [Guardian actors] exp

change Exp: [berserker actor] + [001:set Guardian Actors  exp value]

This will make sure that the exp and level will always be the same even if the player decides to switch to another class.

I'm not sure, but that's the only thing I can think off without using any script and I think it should work pretty fine :)

Edit: The things that could mess this up is, if you want to keep the original stats from your first actor and have the new class distributing the stats in a different way after the change. It's possible to use the same setup as we did with the exp value for each of the parameters, but that would mean some more work in setting up all the variables, and I'm pretty sure there is a easier way to do it.

It's a valid way to do it, but that's all I can think off without the use of a script, and I'm pretty sure there are other (maybe easier) ways to set it up as well.
 
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Tsukihime

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This script allows you to assign level caps using features

http://www.rpgmakervxace.net/topic/7708-level-cap/

You would assign a level cap to one class

<ft: level_cap 10>And assign a level cap to another class

Code:
<ft: level_cap 20>
And then when you change class, your level cap will change as well.I was reading over the thread and noticed someone mentioned there was no point to the script since you could just set the level cap in the database lol I guess this would be one case where you would actually want dynamic level caps.
 
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Dark_Metamorphosis

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Omnimental

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Hmm... running two identical actors with different level caps could work.  I'm trying to avoid using too many scripts at this point, because I'm starting to come across some weird interactions as is and I don't want to add any more scripts unless I absolutely need to.  The only issue I can think of is that any events that target or require Actor_1 would need to be duplicated to target/require Actor_1(2) as well.  If there was some 'actor max level' variable I could target it would make things a lot easier.

Edit:  I mean, I already know what script I can use to get the effect I'm looking for, I'm just trying to figure out if there's a way to do it just with events.  Dark_Metamorphosis's idea is something I hadn't thought of, just need to figure out if it would be worth the event duplication that would be required.
 
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Dark_Metamorphosis

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Hmm... running two identical actors with different level caps could work.  I'm trying to avoid using too many scripts at this point, because I'm starting to come across some weird interactions as is and I don't want to add any more scripts unless I absolutely need to.  The only issue I can think of is that any events that target or require Actor_1 would need to be duplicated to target/require Actor_1(2) as well.  If there was some 'actor max level' variable I could target it would make things a lot easier.

Edit:  I mean, I already know what script I can use to get the effect I'm looking for, I'm just trying to figure out if there's a way to do it just with events.  Dark_Metamorphosis's idea is something I hadn't thought of, just need to figure out if it would be worth the event duplication that would be required.
It wouldn't be that much of eventing as long as you don't want to work with the parameters (that would add it up a bit).

I havn't tried this out at all, but from what I can tell it should work just fine.

If you are having trouble setting it up, I could work out a small demo for you if you like.
 
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Omnimental

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I'll mess around with it a bit, if I need any help I'll definitely give you a shout.

Thanks!
 

Berylstone

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I'm looking for a way to temporarily cap an actor's level.  The plan is to have him level as one class up until a certain level, then at a particular plot point in the game he'll be given the option to change into one of two new classes, which will enable him to keep leveling up to the final cap.  I know there's a way to do this with scripting, but I was wondering if there was a way to do this with what's already available inside VX Ace.
What I would do is just create your own event at the end of your battles and manage your experience from there.  That way you can easily control how much experience points your character gets and base it off  of the player's class and level if you want.
 
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Omnimental

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What I would do is just create your own event at the end of your battles and manage your experience from there.  That way you can easily control how much experience points your character gets and base it off  of the player's class and level if you want.
So don't actually manipulate the actor's level cap, just manipulate the amount of experience he acquires?  That could work quite well.
 

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