Aurawhisperer

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Is there a plugin that allows a user to set a level cap limit? I want to setup a level cap, so that the player doesn't over level until the area or chapter is cleared.
 

Trihan

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I believe Yanfly Core Engine has this.
 

SGHarlekin

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I believe Yanfly Core Engine has this.
It has a max level parameter, but I'm not aware of any script calls or plugin commands to change it during the game.
The way OP's post reads, is that they only want to restrict it until an area or chapter or whatever is cleared.
 

ATT_Turan

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I was just typing when @SGHarlekin got it.

So you can put this into a *.js file and include it as a plugin, it'll cause the game to consider the value of game variable 12 to be the max level allowed.

Code:
Game_Actor.prototype.maxLevel = function() {
    return $gameVariables.value(12);
};

If you want to use a different variable, replace the number accordingly. If you intend to go over 99 with it, you might want to use Yanfly's Core anyway just to make sure everything scales properly.
 

Eliaquim

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Hi there!
I don't have an exactly level cap plugin, but I do have a plugin that can limit the experience an actor can have, according to an enemy level.
And that Enemy level, can also be set according to a variable.

If in your case, the exp is gained by battles, so I believe you can find a way around it.


Otherwise, seems like a simple plugin that I will add to my to-do list.
 

Aurawhisperer

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I was just typing when @SGHarlekin got it.

So you can put this into a *.js file and include it as a plugin, it'll cause the game to consider the value of game variable 12 to be the max level allowed.

Code:
Game_Actor.prototype.maxLevel = function() {
    return $gameVariables.value(12);
};

If you want to use a different variable, replace the number accordingly. If you intend to go over 99 with it, you might want to use Yanfly's Core anyway just to make sure everything scales properly.

Oh wow thank you.

The adjustment can be done within the game itself, right? Don't need to go into the back and change the number?

And thanks for the ideas to other users that responded. Thought about exp change ups and did take a glance at yanflys plugin. Yanflys only focuses on parameters as mentioned, and exp reduction won't do it. The game I am making will switch between dtb/srpg, so I need balance it to where the player doesn't think killing 1000 slimes will get them to a OP lvl. There needs to be a lock per chapter to create balance.

Thus, I figure tackling a level cap per chapter.
 

ATT_Turan

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The adjustment can be done within the game itself, right? Don't need to go into the back and change the number?
I'm not sure what you're asking - if you want it to use a different variable, then you need to replace the "12" that I typed into the code before you include the plugin in your project.

If you're talking about the value of the variable...yes, you change it during the game with the Control Variable command. That was the point of your request, right? :stickytongue:

I need balance it to where the player doesn't think killing 1000 slimes will get them to a OP lvl. There needs to be a lock per chapter to create balance.
To be fair, there doesn't have to be. Most games (including RPG Maker) use a progression of experience per level that makes it inefficient to do that - why would someone want to go around killing 1,000 weak enemies to gain one extra level instead of just moving to the next area?

My other observation would be - what does it harm you? You've made the game, you've balanced it the way you like, how does it negatively impact you if your players want to grind for extra levels or do a challenge playthrough with no weapons or...whatever?

If a player thinks doing that makes the game easier, and that experience is what they want, I don't see the point of you trying to control their gameplay.

But regardless, this should do what you want :smile:
 

Sword_of_Dusk

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To be fair, there doesn't have to be. Most games (including RPG Maker) use a progression of experience per level that makes it inefficient to do that - why would someone want to go around killing 1,000 weak enemies to gain one extra level instead of just moving to the next area?
In my experience, the only time people do this is because they want to be as overpowered as possible and they've already beaten the game normally. Sure, you get a few outliers who might do this on a first run, but those people seem to be quite rare.


My other observation would be - what does it harm you? You've made the game, you've balanced it the way you like, how does it negatively impact you if your players want to grind for extra levels or do a challenge playthrough with no weapons or...whatever?

If a player thinks doing that makes the game easier, and that experience is what they want, I don't see the point of you trying to control their gameplay.
I have to say, even as someone who does not make a point of grinding too much in an RPG, I find it to be a poor choice to implement hard level caps if it isn't something a player can opt into.

It's actually not a wholly different approach to just having a set number of fights to engage in and limiting the player in that way, but there's a key difference: the way it appears to the player. In one case, it's clear that there's only gonna be so much experience to be gained, and therefore one can't just brute force through a challenge by overleveling. In the other case, it seems like one could, but then you suddenly stop gaining experience and become stuck at a certain level, yet enemies can still be encountered. It can feel like you're being lied to, as well as possibly forcing you into unnecessary fights if there's no way to dodge them effectively.
 

Aurawhisperer

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I'm not sure what you're asking - if you want it to use a different variable, then you need to replace the "12" that I typed into the code before you include the plugin in your project.

If you're talking about the value of the variable...yes, you change it during the game with the Control Variable command. That was the point of your request, right? :stickytongue:
This part. So the level can be changed throughout the game depending on player progression. I'll play with it and see how it works :D
 

Trihan

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It has a max level parameter, but I'm not aware of any script calls or plugin commands to change it during the game.
The way OP's post reads, is that they only want to restrict it until an area or chapter or whatever is cleared.
I should have clarified that the notetag sets a property on the actor data that you can modify directly via script. Though I thought it set it on Game_Actor and not the data itself, so if one were to go down this route you'd have to have a plugin that adds max level to saves anyway. XD
 

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