Needs Coding Savvy Individual for Advice about Reverse-Leveling Game Function
Hey there.
I'm currently in the early developmental stages of my indie game, Parasol, but I need help with coding in a specific are of the game. In the game, for a specific plot-based reason, the Main Character starts off being Level 100 with a crappy weapon, but as time goes on, he looses levels but gains better weapons, while the other party members increase in stats and skill/power. Essentially going from a tank to a glass canon by the time the end of the game has been reached. To avoid people who min/max near the beginning of the game, depending on the location and the progression of the game as time goes on, I have it so that when the player reaches a certain point in the game, the maximum HP and MP is lowered. (Ex. Player reaches the next town, -10 hp from Main Character, who goes from a max of 100 HP to 90 HP, but a new weapon is found).
I'm planning on using RPG Maker MV. I'm not sure how easy it will be to figure out how to do this, so I was looking for someone who could show a tutorial and/or give advice.
Thank you,
Shmorca
I've never used RPG maker. Pretty much the concept would be to have variables for each of the stats including the max hp and mp (you would also want them to be saved and loaded from the save file). You would set up a one time event trigger that would lower/raise the stats as you wished outside the towns. No idea how you accomplish that with RPG maker. I'm assuming you can make events that occur when you step on designated tiles.
Probably better to ask in an RPG maker community.. O.o; I don't know enough about RPG Maker to give you coding advice meant to work around it's engine's pre-existing features..
I havent used RPG Maker, (I personally use Unity) but coding wise it should be fairly easy to implement, just make sure that your total max value for any stat (eg. hp, mp, strength) is calculated using the total sum of multiple variables, such as one that scales according to level (or location/checkpoint in your case; or heck, you can just have it scale with both, have one variable that scales with level and one with the location), and another that is a sum of that stat from your equipped items.