![]() The script is fairly straight forward to edit but if you need any help just ask. I've whipped this up quickly, if it's not robust enough for your needs let me know. I think I've understood, I did play a Fire Emblem Game on the GBA but I don't remember it well. If I'm not making sense, it's because I'm not really sober and I can't read what i just wrote, sorry.Įdit Again: If I really do make sense this drunk, I think I need a lobotomy, so please tell me I'm an idiot. Now this seems more complicated that I had originally assumed, however I don't think lag would be an issue since you would only really have to check for this kind of thing at certain points, and a single check is pretty much irrelevant since it's not like your entire army will level at the same time after a single battle. I'm not claiming to have the best way to go about what you want to do, I'm just offering simple solutions that work around what might be a difficult system to implement, and it would seem to me that faking it and addressing statistics would be the most simple way. This method of course means that you would have to do this for every single character, and you would also have to somehow prevent every character who is not promoted from gaining experience when they reach level 20.Įdit: another way you could go about seals or promotion before 20 is that you could forcibly have them level to 21 when this occurs and not gain the stats (or have the system subtract the stats that they do gain, if plausible) that they otherwise would have from leveling naturally. This of course brings up certain implications such as if a character did not promote at 20 and instead used a seal or something at a point before that, in which case you would have to do more work and instead make the static "minus 20" a variable that reflects that level at which they actually promoted, so for example if character promoted at 15 it would only subtract 15 from the character's level in the menu. Other than that, I feel this would be an easy way to go about it because you can add "bonus" statistics to the base promoted class based on the final statistics of the pre-promoted class, similar to how characters in Path of Radiance who reached maximum level would give bonus statistics to theirselves in Radiant Dawn.Īs far as faking the levels goes, it would be purely visual since the way I'm thinking is that on any status screen that displays a level, in actuality a character who was just promoted at level 20 would be level 21, but if you changed the menu display scripts to subtract 20 when they are promoted it would display as 1 (21 minus 20). if you went the route of creating two (or three if you wanted that many) separate characters per promotion you'd only really have to compensate when it comes to variables that reference a specific character slot, so as tedious as it would be you would just have to check twice for every character to determine which class (or more literally which character slot) was active. I can go into futher detail if you have questions, because I can think of several ways to make this method especially effective and true to the Fire Emblem style. Again, I'm merely offering simple solutions that avoid having to do much scripting, and I assume that is suitable for your needs. ![]() Using this method, you will easily be able to adjust the experience tables to your liking, and it seems very fitting for this type of game (although my method may have certain implications that I haven't thought of). ![]() However, I guess my solution would have stat growth implications if characters were allowed to advance at any level between 10-20, but this is my suggestion offhand.Įdit: Without too much scripting I've also thought of another idea, inspired by the fact that characters that reached maximum level in the GC Fire Emblem received bonus statistics in the Wii Fire Emblem, and this is to create separate characters for everyone's basic class and promoted class, and just add statistics to the advanced class based on the statistics of the pre-promoted class. Perhaps a more experienced user will disagree though, and that would be in your favor. I'm a fan of Fire Emblem and I really feel that the best option to take with this system is to merely "fake" reset the character's level than to actually reset and change the class of a character in terms of the actual game and database. If you want them to be able to promote from 10-20 instead of only 20 then other measures could be taken, however I feel it would be easiest to "fake" their current level rather than try to adjust the experience table. Hmm, perhaps you could modify the script that displays character's levels in the menu to subtract 20 or so from the characters's level if a variable says that they are promoted.
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