thalesgal

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Hello!


I would like some help to do a level up thing.


I'm doing my RPG using action system. So when the player kill the enemie it increases it's EXP.


The mensage that are available to use is too ordinary.


I'm thinking in show an animation when the player level up. There is somenthing easy? Like a condicional branch?


   "If player level up"


                - Show animation "blabla" on player


                - Recover HP and SP.


Thank you very much in advance, and sorry for english mistakes.

rag2.png
 
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LadyBaskerville

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Could you give links to the plugins you're using for your action system?
 

thalesgal

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Hello!


In fact I'm using just events!! Hahaah!! I will show you how I'm doing. It's very nice. And you can do a lot of possibilities.


All the credits go to  Engr. Adiktuzmiko : http://forums.rpgmakerweb.com/index.php?/profile/1742-engr-adiktuzmiko/


He helped me 100% to do this work.


The bad thing is that give a lot of work to do. Because for each enemi event, you have to create 3 different variables. I have made 84 already. Haha...


Attach 1


This shows the attack system. It's a parallel process to say where is the event, where is the player, and where the player is looking at. Then, if you


press ok (Input.isTriggered("ok");), and those information match, you are allow to attack the event. Then you increase the event variable by 1 for each attack.


attach 2


Here I'm showing that, if the event touches you, you will be damage by 40. But, if you attack the event in the back, nothing is going to happen to you. Also, the event has a delay to move, if you move correctly on this delay, you can hit the event from the front too, and you will not get hit. As much is the frequency of movement of the event, harder is to attack without get hit.


attach 3


Then you can create as many pages as you want. The pages will be like the HP of the event. In this case, when the variable gets the number 5, the event will be defeated.


Then, I did a random drop. As you can see, it's 1 to 5. 20% of get any items listed. The item 5, are splited by two again, to make harder to get it.


After you get your item, the variable returns to 0, and the event and the parallel process  are erased.


As I said, you can create a lot of possibilities. For example, I will draw a charset, to show the moviment of the player attacking. Then return to the normal charset. And etc.


I wish I have explained all this correctly hahaha! Sorry for english mistakes!


abs 1.png


abs 2.png


abs 3.png
 
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LadyBaskerville

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That's really cool! So you're just using an event command to give the player EXP? In that case, I would just do the level up animation with events as well:


- Before you award any EXP, store the player's current level in a variable (I'll call it "Old Level").


- After you award the EXP, store the player's level in a different variable ("New Level").


- In a Conditional Branch, check if New Level > Old Level, and if it is, play the animation / recover HP / whatever you want. You might want to put the contents on the Conditional Branch into a Common Event (no trigger) and call it from the map event - that way, you only have to set up the "Level Up" stuff once.


Let me know if that works for you!
 

thalesgal

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Thank you very much guys!!


@LadyBaskerville it worked! Thank you very much!! But I will use the script above! It run better. Thank you!


@Vito The Boss


Thank you very much!!!! It was better of what I was looking for!! Haha! Thank you!
 

Vito The Boss

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Happy that it worked!
 

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