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Number transferrence

Quick development question: is there a way to hardcode a "set level equal to"-type thing for a character who hasn't joined the party yet in XP? I want to use two different stat development templates for one character, but it would be weird for the character's level to reset to a certain level after changing templates, even if I set the stats comparatively high at first-level.

I don't really recall seeing a "give EXP" or "set EXP" in the built-in commands, though if I'm just missing something, that would be a solution.
 
Ah, I see.

There is no direct way to that in RMXP, unfortunately. There's a "Change EXP" on the third page. I just checked it, and it increased their level. I'm not sure what the difference between that in setting their level in the database is, though. O.o There could be a use. :)

I think you can use conditional branches to achieve somewhat the same effect. Like if main character's level = X, then joining character's level = X. That could get tedious, though. I would hope it's not something you need a script for. >.>

Good luck! :D
 
Quite amazingly simple, actually.(well, at least compared to the REAL eventings out there... like evented CMS, steal, or CBS...)

1: Set a variable to use.
2: Event screen 1st page. Go to control variables, and with the set out variable, which I'll call ACTOR_VAR, go to operation SET, and then to operand ACTOR. Set actor to the actor character you want, and to LEVEL. Now, ACTOR_VAR will have the level of your party member(that you have chosen).
3: SUBTRACT ACTOR_VAR by exactly 1. I'll show you why, but there ARE other ways.
4: Go to the 3rd event page, and change level. Choose the actor you want to change the level to, and decrease 99 levels.
5: now, go the same event, and in the change level, instead of the constant, set amount, go to ACTOR_VAR. Add it, and it'll be the same level as the party member you have chosen.


I'm almost certain that the ways I listed should work.
Obviously, there are a dozen ways to do this, I'm pretty sure quite literally. Hell, I even know how to set this as a common event and be able to call it all the time with x amount of party members, but... I'll let you figure all these different things out. I could make a tutorial on this if there isn't already, and list the many different ways and different things to go around this, but I'm an amazingly lazy guy
 

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