A guide for infinite levels and few triggers for skills in RPGs

By greyshark
created 8/5/05

This system is a leveling up system. It is unique to other leveling up systems in that there is no maximum level to reach – the number of levels that can be reached is infinite.

This system uses the stat ‘units killed cost’ as the player’s total experience. Normally in the game, when the player kills a creature, the killed creature’s ‘cost’ is added to the player’s stat ‘units killed cost’. I am using creatures’ ‘costs’ here as the experience that is gained from killing it. A creature’s cost can be changed using modify protounit.

Trigger 1 Active, looped

Condition:
QV stat value: Player 1’s stat ‘Units killed cost’ is larger than the QV ‘exp_total’

Optional effects:

  • QV set stat value: QV ‘exp_addition’, to be set to the value of player 1’s stat ‘units killed cost’
  • QV modify 2: QV ‘exp_addition’ minus QV ‘exp_total’
  • Send chat to player: From player 0 to player 1: You’ve earned “+trQuestVarGet(“exp_addition”)+” experience points.

Mandatory effect:
QV set stat value: QV ‘exp_total’ to be set to the value of player 1’s stat ‘units killed cost’

Trigger 2 Active, looped

Condition:
QV compare: QV ‘exp_total’ larger or equal to QV ‘exp_nextlevel’

Mandatory effects:

  • QV modify: QV ‘exp_nextlevel’ multiplied by 3.6 (see note)
  • modify protounit: Player 1, protounit being the character, stat and the subsequent increase being your choice.

Opitional effect:

  • QV modify: QV ‘level’ plus 1
  • overlay text: You’ve reached skill level “+trQuestVarGet(“level”)

Note: Increase this value make it hard to level up.

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