Level Extension v1.10

Engr. Adiktuzmiko

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Overview


This script provides the ability to run RGSS3 methods/formulas during the


level up and down


These can be used for:


global/actors/classes/weapons/armors/states


Global - affects all level up/down


Actors - affects all level up/down by the actor


Classes - affects all level up/down by the class


Weapons/Armors - affects all level up/down by the actor that is


equipped with the item


States - affects all level up/down by the actor who has the state


Downloads


Get it here!


Changelog


Version 1.10 - Added global level/unlevel extension


Notes


I think one of the immediate uses for this is if you want your actors to have full HP/MP after level ups
 
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shiori4me

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So, say I want to make it so that a particular extra stat is gained when certain criteria is met, for example

(if self.class =? 5 and (self.level =? 5 or self.level =? 10 or self.level =? 15 or self.level =? 20 {and soforth}) then grow parameter luk by 3)

(if self.class =? 6 and (self.level =? 3 or self.level =? 6 or self.level =? 3 or self.level =? 9 {and soforth}) then grow parameter atk by 2)... how would I do that?

(although my immediate use of this would actually be to use Crystal's Extra Stats for say Magic Speed or say Bow Accuracy, but I'll just substitute say LUK or ATK for one of those on my own)
 

Engr. Adiktuzmiko

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If the effect is class based, then put something like this on the class notes

<start_level_ext>if self.level % 5 == 0 self.add_param(id_for_luck,3)end<end_level_ext>% is modulo operator; if the result is 0, it means that the left-side number is a multiple of the right-hand numberfor the param id, just check it out on Class Game_BattlerBase

then for Crystal's stats, then just swap that self.add_param with whatever method Crystal's script gives you to modify the extra stats
 
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kerbonklin

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Shana.....where were you one year ago?

........

Q_Q

THIS SCRIPT WOULD HAVE MADE MY LIFE SO MUCH EASIER ONE YEAR AGO WITH THAT CLASS-FEATURE OF YOURS!

You're killing me here..... Q_Q

STOP BEING SUCH A QUICK AND GOOD SCRIPTER Q_Q

Nah jk keep up the good work
 
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Zoltor

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Now this is could be useful as hell, since the default system really only allows you to add spells, and what ever the stat growth rate you set dictates.

Question, what would the call common event formula be in script?

PS. I just thought of a issue, the Note box's limited size, sigh.

Someone should design a script, that can tie notes on a reg event page, to items,classes,actors ect in the database, becase as is, there's so many uses for the Note Boxes, yet so little room.
 
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Tsukihime

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Someone should design a script, that can tie notes on a reg event page, to items,classes,actors ect in the database, becase as is, there's so many uses for the Note Boxes, yet so little room.
Why does it have to be an event?
 
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Halrawk

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It doesn't have to, but there's hardly alot of space in those note boxes.
There are a bunch of scripts out there that allow you to use notepad files for notetags, which allows you to have pretty much as much area as you need for notetags.
 

Engr. Adiktuzmiko

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yeah, there was a script where you can create the tags in notepad. just get it, that's the best you can have right now. :)


a lot of scripts out there do so much more when used together... you can for example use this in conjunction with Shaz's Dynamic Features I think so that you can add features upon certain levels.

Zoltor said:
Question, what would the call common event formula be in script?
IDK, haven't really tinkered that much with calling common events from RGSS3 lines. Maybe try reading thru Yanfly's Common Event Shop script and see how he calls them.


PS: Is it fully working? haven't got to test coz I fell asleep quite fast yesternight
 
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Zoltor

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To Halralk: Yea Tsukihime showed me ones of them actually/

yeah, there was a script where you can create the tags in notepad. just get it, that's the best you can have right now. :)

a lot of scripts out there do so much more when used together... you can for example use this in conjunction with Shaz's Dynamic Features I think so that you can add features upon certain levels.
 

IDK, haven't really tinkered that much with calling common events from RGSS3 lines. Maybe try reading thru Yanfly's Common Event Shop script and see how he calls them.

PS: Is it fully working? haven't got to test coz I fell asleep quite fast yesternight
Yea I'll do that then, shouldn't be hard to figured out at all(just thought you would know off hand).

Huh that's odd, you make a script like this,  that could be extremely amazing when used to call common events, and you haven't looked into such?  You should look into it, there's a lot of interesting things you could do with this, and it would no doubt take a lot less time, then trying to create a custom script(in place of eventing, providing that's what you have been doing all along, fully scripting your events) to do what could be done, just by calling a common event.
 

Engr. Adiktuzmiko

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Well, I'm more of a script person, so I think it's pretty normal for me to not really look at common events... Plus if you'd use CE to do something to the leveling actor, then you'd still need a script line to set the actor id to a variable so that you can easily use the event commands for that actor.


I don't really use common events that much anyways, unlike map events which I use A LOT.


PS:

and it would no doubt take a lot less time, then trying to create a custom script
That is actually false for me, since I work faster when typing things than when clicking menus.
 
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Zoltor

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Well, I'm more of a script person, so I think it's pretty normal for me to not really look at common events... Plus if you'd use CE to do something to the leveling actor, then you'd still need a script line to set the actor id to a variable so that you can easily use the event commands for that actor.

I don't really use common events that much anyways, unlike map events which I use A LOT.

PS:

That is actually false for me, since I work faster when typing things than when clicking menus.
Ok, so you're a typist too, but damn even still, you must be so good at scripting, you could literally script in your sleep, inorder to think up the script fast enough to keep up with the typing.

That's downright amazing if you really can do that, gratz.
 

Engr. Adiktuzmiko

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not really... almost all of my fellow scripters back on modding wc3 is also this way, they find typing things faster than clicking thru menus of the "eventing" option.


I'd say the time it takes for me to think is the same whether it is scripting or eventing, but then since I type faster than clicking thru menus and choosing options from dropdowns, the actual time to finish is faster. If RM had intellisense and autocomplete, now that will make scripting so much faster.
 
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