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PostPosted: March 18th, 2009, 8:03 pm 
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i did a search about on the changing party coding for RPGM3, but i didn't see much for how to keep the party on par with the main party's level.

for example,
Hero is 57
Mage is 55
Cleric is 56
and Warrior is 55

for those on reserve is
Lancer (yeah, i'm stealing from Square for this one): starts at 10, was last used at like 30
Knight: starts at 25

how would i go about in RPGM3 to make the lancer and knight about 48-50 without having to put them back into my party?

if anyone has an idea about this, please let me know


(i'm also relatively new, joined today (day of this post))


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PostPosted: March 18th, 2009, 10:45 pm 
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I don't believe there's an option for that. If you know what level the party should be at by a certain areas, then you could probably increase their level outside of the party by using some code.

I don't have the game in front of me at the moment, though.

Welcome to the site, by the way.

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PostPosted: March 18th, 2009, 11:05 pm 
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is their a way to use the char as a guest to get him some levels and block the party from seeing the name or entering the menu? i dont have rpg maker 3 so i dont really know whats possible. think outside the box, find a way to circumvent a problem by making it seem like the game was designed for exactly what your doing.

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PostPosted: March 19th, 2009, 4:07 am 
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There is no specific code to "check" other party members experience or levels so you can't do it that way.

This is off the top of my head, so I think it would work, but I haven't tried it.

I have always assumed that you could change party members using code and track them using variables but I have never tried this. There seems to be people out there suggesting that you can. Maybe that is also what you are talking about in your original post.

If this is the case you have several options with different chances of success.

Let's assume first that you only have event battles in the game and no random battles.

Your tools for tracking are using event result code after each victory (or event code just before the event battle), modifying, increasing, or decreasing internal variable or shared variables, copying internal variables or shared variables, modifying, increasing or decreasing levels, and increasing experience.

You control all of this via a value conditon branch.

Lets make a very easy example. Let's say you have a total of 4 event battles that could occur before the waiting character comes in (call him "squire"), all with the same enemy who gives 200 experience, which is what you assigned to the enemy if he is a level 1 enemy.

Let's also say that one of the party members (call him "knight") is required to be in all 4 of the battles. Then lets say that after each event battle you increase knight internal variable #1 by 1 (with it starting at 0 at the beginning of the game). Then after the fourth battle, knight internal variable will be equal to 4 (but that will be hidden). Then when squire enters the party, you run a variable conditional branch that copies internal knight internal variable #1 into squire internal variable #1.

You then set up a value condition branch with up to 4 options to see how many battles knight has fought before squire joins the party to allow the appropriate experience to squire.

If squire variable #1 equals 1 give squire 200 experience.

If squire variable #1 equals 2 give squire 400 experience.

If squire variable #1 equals 3 give squire 600 experience.

If squire variable #1 equals 4 give squire 800 experience.

In this easy example you didn't need to copy the knight variable into the squire variable. You could have simply used the knight variable, but the way this game is set up, it seems that somewhere down the road it would be important to keep variable properly assigned internally.

Now it would take a lot more thought and time to figure out how to handle it when you don't require a single character to always be there (you could use a shared variable but then I think you are limited to using shared variables exclusively because I believe you can only copy "like" variables...internal to internal or shared to shared) or when the enemies don't deliver equal amounts of experience or when the characters don't level up at the same rate (thus they have the same experience but not the same levels), etc., etc. but I think that the solution all depends on how you are managing your party changing, as to which method is best/possible. Like Karr Lord of Chaos said, make it seem like the game was designed exactly for what you are doing.

But you can control so much of this so long as event code is involved which it always is before and after event battles.

Now if you have random battles, you will not know which enemy unit the party encounters unless there is only one type per given area (dungeon floor or map terrain), so you won't be able to calcuclate any exact amounts) but you can average them if you know how many times the party battles a random enemy. You can control this with effort using a decent number of events (the same event code in multiple places).

For example you can create an auto event that triggers every time the party has a particular treasure, the enemy unit always delivers this treasure when the party is victorious, the code of the event runs any event code you want including manipulating variables, and then the last line of code removes the treasure so as that the conditions to auto trigger the event will no longer hold, thus preventing a loop, and thus resetting for the next time the party is victorious in a random battle.

So it is like having the same capabilities you would have with event battle result code but after each completed random battle. The only problems are that you would have to create this event again and again for any area you want track random battles which means one for each field map where random battles occur and which may mean one for every floor of every dungeon that has random battles but I'm not sure. It might simply be one per battle dungeon. I don't remember.

Also you would have to put some limit on it. You'll always know the maximum amount of variable branch options with respect to event battles because you'll know and have a limited amount of event battles in the game. But in a random battle dungeon, in theory the characters could run around forever but you cannot create an infinitely large value condition branch so you sort of have to guess what is going to be the maximum you allow for the branch that a non-party member can be given before entering the party and then use the branch to determine if the party member gets the max amount or a lower amount based on how many random battles the party had previously encountered.

So in conclusion, there are ways to guesstimate if not downright precisely change the experience or levels, but it all depends on what kind of battles you are having and how you are tracking party members.

One last thing obviously is if you are giving party members experience or levels away from battle (like after meeting a wizard or visiting a holy place) then you may want to convey that to those not in the party if you want it to all be equal. All of that is easily handled with an event code.

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PostPosted: March 19th, 2009, 2:58 pm 
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i'm sure i can figure something out, they way my current RPG is set up, it has mostly guests involved, with only 2 primary characters until second half of game, where the threat becomes almost like Sephiroth, Sin, or other notorious villains, thanks for helping


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