RPG Maker MV

RPG Maker MV

Shane Dec 26, 2017 @ 9:10am
thoughts on alternate player level up rewards
it's standard that the characters typically increase hp,mp, attk. def etc

what about a way to give a certian bonus at a specific level
so character A hit's lvl 10 and gets +50 hp
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Showing 1-15 of 23 comments
JohnDoeNews Dec 26, 2017 @ 9:16am 
Sure... It is a looooot of work though, but you can set the HP lvl for each level by hand.
Iguana Guy Dec 26, 2017 @ 9:27am 
What about using a common event that activates its script when the specific level is reached and then shuts itself off. So player reaches level 10. Common event X is running in parralel mode looking for player to reach level 10. When he does HP is added to the player, a message triggers to say as much, little bit o victory music maybe? I know this creates an event always running in the background UNLESS you could build in a switch up system where lets say when the Lv5 Bonus common event is done running IT activates a switch that starts the Lv10 common event running so you only have the one running that is for the upcoming reward not all of them. Just an idea off the top of my head.
Iguana Guy Dec 26, 2017 @ 9:29am 
You should also look into plugins like Yanfly's victory aftermath plugin. It deals a lot with level up stuff as well.
Slim Jimmy Dec 26, 2017 @ 9:31am 
balance is key here
this is why I mainly took away leveling from my previous projects and replaced it with a manual upgrade system... much easier for me to design around in the long run
Iguana Guy Dec 26, 2017 @ 10:29am 
I'm following a similar vein of thought. With my game, you basically earn the ability to level up but can choose when to do so and per individual player as well. There are perks for certain levels reached as well.
Shane Dec 26, 2017 @ 11:08am 
i'm actually using the victory aftermath plugin - i'm just looking at alternate options and if it's truly worth it to mess with

have you guys play tested yet? how long does your project take to play through?
Iguana Guy Dec 26, 2017 @ 12:55pm 
I like the victory aftermath plugin because its a lot of eye candy and I'm all for that kind of arcade like stuff! Like anything though, its set up in a generic way so mod the sound effects to your personal prefs as well as other things. With my game, I have the victroy aftermath disabled except when you go into the level up area and choose to level up your character, then it is active. I think it makes it a whole lot more epic when this happens at your choosing but that is just my game's design preference. My project is like sausages all over the table...I really need to link them all up so I can test it in that way. Each "mission" (for comparision = a dungeon) can be 20 minutes or so and I have about 4 missions complete plus the game intros so I guess all together a couple of hours at this point?
Are you talking about giving that bonus in addition to the normal level up rewards (which is a fairly common practice) or giving it instead of level up rewards?
Last edited by kittylitterproduction; Dec 26, 2017 @ 3:14pm
JohnDoeNews Dec 26, 2017 @ 3:07pm 
Here is an idea, if you use an open world model:
Make one character (npc) that takes the roll as level trainer, or something. Every time you visit him, have him check if your level is increased since the last time you saw him. Then you can give unique bonusses, or a special currency as a reward for each level.

A currency as in skill points, that you can just use a variable or an item for, and trade those skill points for items that give HP, or MP, or ATK etc.

If you place this character in you main city, it gives the player also (another) reason to revisit the main city.

It is a total different approach, but maybe you'll like it.
Last edited by JohnDoeNews; Dec 26, 2017 @ 3:08pm
Originally posted by BigFatX:
Here is an idea, if you use an open world model:
Make one character (npc) that takes the roll as level trainer, or something. Every time you visit him, have him check if your level is increased since the last time you saw him. Then you can give unique bonusses, or a special currency as a reward for each level.

A currency as in skill points, that you can just use a variable or an item for, and trade those skill points for items that give HP, or MP, or ATK etc.

If you place this character in you main city, it gives the player also (another) reason to revisit the main city.

It is a total different approach, but maybe you'll like it.
That would certainly make it easier to implement.

Here's another one: use more than one trainer and have each trainer only train a certain level range. Then you can place them to guide your players' progression through an open world. (Shamelessly stolen from MMOs)
JohnDoeNews Dec 26, 2017 @ 3:22pm 
Originally posted by kittylitterproduction:
Originally posted by BigFatX:
Here is an idea, if you use an open world model:
Make one character (npc) that takes the roll as level trainer, or something. Every time you visit him, have him check if your level is increased since the last time you saw him. Then you can give unique bonusses, or a special currency as a reward for each level.

A currency as in skill points, that you can just use a variable or an item for, and trade those skill points for items that give HP, or MP, or ATK etc.

If you place this character in you main city, it gives the player also (another) reason to revisit the main city.

It is a total different approach, but maybe you'll like it.
That would certainly make it easier to implement.

Here's another one: use more than one trainer and have each trainer only train a certain level range. Then you can place them to guide your players' progression through an open world. (Shamelessly stolen from MMOs)


Indeed, if your world is big enough, you can spread them out all over the world. Or make it the same trainer showing up everywhere. Like a guide, but act different ways in each area. The posibilities with a trainer a endless.

And you don't even have to call it a trainer, or even make it an NPC. You can use a laptop to do it, or a terminal, or your diary... Or recieve the currency every time you sleep at a new level.
JohnDoeNews Dec 26, 2017 @ 3:27pm 
Oh here is another tip:
If you have 1 common event run after every battle (or other way to recieve xp) that checks if the level is changed, and if it is changed, you get a skill point.
Shane Dec 27, 2017 @ 5:55am 
i'm talking about giving an additional bonus along with the level up bonuses that come standard

this was going to lead into the possibility of gaining things like 5% counter-attack
and 5% crit. etc
Caethyril Dec 27, 2017 @ 7:24am 
You may be interested in a dynamic traits plugin. I can't find a particularly "easy" one, but both Shaz[forums.rpgmakerweb.com] and Galv[galvs-scripts.com] have made plugins like this. Shaz's uses plugin commands and human-readable trait codes for adding/removing traits at run-time. Galv's uses script calls and numerical trait IDs to achieve the same thing, as well as offering an optional notetag system for auto-adding traits on level-up; however, you can't add multiple dynamic traits of the same kind (e.g. trying to add two dynamic "add skill type" traits to an actor will leave only the most recent one in place).

I think I prefer Shaz's approach, personally. If you're looking for an easy way to trigger a common event when you level up and don't want to use a parallel event, you may be interested in this little plugin from Himeworks: http://himeworks.com/2015/10/level-up-events/
Last edited by Caethyril; Dec 27, 2017 @ 7:26am
JohnDoeNews Dec 27, 2017 @ 7:51am 
I know what you mean, but I do not know how to do it exactly like you want it. Seems pretty complicated, so I think to think of a way around it. As an alternative, in case this will not work out the way you want it to.
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Date Posted: Dec 26, 2017 @ 9:10am
Posts: 23