RPG Maker VX Ace

RPG Maker VX Ace

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Filana Jan 25, 2014 @ 11:33am
How to share levels/exp by different characters? + short other questions
First of all, I used RPGMaker 2000 and XP before, so I'm familiar with most of the basic stuff. I never got into actual scripting though (just creating events/common events to make things work).

I got the idea to give one character multiple forms, and easiest way to select available skills/equipment depending on the form I wanted to create him as multiple characters for those "forms". Most logic right?

Well, only problem is that I have no idea what's the best way to make sure that when he changes his "form" (different actor) he doesn't go back to whatever level he was in a previous form, and in stead, shares the same level as his other forms.
Nothing helpful to be found in the actor tab, so probably some messing around with events required?

Also few other things I might need help with:

- Any guides/tips for creating challenging bosses?
- Any guide for a logical stat build and equipment with boosts? (I really suck at that! xD)
- Good programs to create own sprites and such?
- Easy tips for making good maps? (Not that I make square forests, but to create a maze in a cave or a town that looks "alive")

Any help would be appreciated! ^^
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Showing 1-4 of 4 comments
Kio Kurashi Jan 25, 2014 @ 2:28pm 
Main answer: have a set of variable that when he goes to change form save the current level, hp, mp, ect. then when he actually changes form have that actor's stats and level set the same as the variables. Note: the set level option will place that actor at exactly tat level's exp. to get around this instead of using level to level the actor use exp. First get the value of first actor's exp and set that to a variable. then get second actor's exp and subtract it from that variable. then use a give exp command to increase second actor's level by that variable's amount

1) Tip: make it to where the user has to think about the boss' weakness or how to defend against the attacks. Don't make it to obviouse or to hard/easy either.

2)a logical stat build would need to balanced in terms of game progression. this means you need to plan the leveling curve that someone might take, the possibility of the grinding, what level you plan on the character to be at when they reach specific bosses, and then the skill progression for all of that aswell. As for stat bonuses, make them minor but better or different that the ones before in terms of a logical progression and aquirement.

3) Gimp, Paint, Photoshop, Character Gen if you are untalented.

4) find example in real life. what I mean by this is that I saw a map that was supposed to be a castle, but it looked like an above ground bunker. Also usong things like overhead tiles for the upper parts of trees, walls and other things that you are normally able to walk behind. Afterall it looks kinda stupid when you have a 1 block thick wall that you can't get behind because of the tile passability.also paralax mapping is a good way to break the monotony of the square grid placement. After all I'm not going to have a helmet sitting on my store shelf and then leave a gap that is another helmet wide before the next item.
Last edited by Kio Kurashi; Jan 25, 2014 @ 2:29pm
chill out Jan 28, 2014 @ 9:14pm 
I think this would be a lot easier just to have level refer to the character level rather than class level, and then have the character change classes instead of actors.
Alternatively, you aught to be able to set a variable to the character level, and then level up the alternate form to that level automatically when switching. This would be done through events, and might be easier for a newbie.
Kio Kurashi Jan 28, 2014 @ 11:32pm 
And of course using the change Actor Graphic command so that your actor will actually "change forms"
Filana Jan 29, 2014 @ 11:12am 
Ah thanks for the tips both, gonna try some of the things mentioned when I get some free time (busy RL atm haha :p).

I never thought of looking for RL examples to make maps, so that's a good one! And bosses/stats also just require some testing for the right difficulty I guess. :3
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Date Posted: Jan 25, 2014 @ 11:33am
Posts: 4