I have been lookin at the Game_Actor script and been messin with the experience calculations. I have changed a few things but it doesnt seem to be working in the actual game. Here is what I have modified so far:
CODE
class Game_Actor def make_exp_list @exp_list[1] = @exp_list[100] = 0 m = actor.exp_basis + 10 n = 0.65 + actor.exp_inflation / 50.0; for i in 2..99 @exp_list[i] = @exp_list[i-1] + Integer(m) m *= 0.9 + n; n *= 0.3; end end end
It doesnt seem to be making any impact at all, as I still need the same amount of EXP to level up. I even made it as a new Material and posted it in the Materials section since its overwriting an existing method. Any ideas?
EDIT: I even searched the forums and nothing came up so I made a new topic.
This post has been edited by Destinynite1: Jul 6 2012, 03:45 AM
__________________________
Current Project
1. Legends of the Four
Database - 75% Scripting -55% Storyline - SCRAPED (OPEN WORLD) Character Skills - 100% Monster Skills - 60% Item Creation Skills- 45% Everything else - No idea xD
Group: Global Mod
Posts: 1,784
Type: None
RM Skill: Undisclosed
Rev Points: 15
It depends on how you want to configure this. ZeroManArmy and mithos had a sort of balanced guide back on the VX site, with this code for fixing the EXP:
class Game_Actor def make_exp_list @exp_list[1] = @exp_list[100] = 0 m = 2000 for i in 2..99 @exp_list[i] = @exp_list[i-1] + m m += 2000 end end end
Credit should go to both of them for this. This means that it will take 2000 Times the current level of experience to reach the next level. Example: Level 1 = 2000 Exp to level up. Level 2 = 4000 Exp to level up. Level 3 = 6000 Exp to level up.
I found this a bit too high for my tastes, although it fits if you follow through with his guide on stat, gold, and EXP drops. I use 500 instead of 2000 multiplied by the current level, which is more doable.
Or if you want to configure your own EXP for each level, you can follow this, by Hesufo & Big Ed. Here is a summary of his comments and instructions:
CLICK ME
First, go to Line 134 of the Game_Actor class of the "Game Objects" array of scripts, and look for this:
CODE
#-------------------------------------------------------------------------- # * Calculate Experience #-------------------------------------------------------------------------- def make_exp_list @exp_list[1] = @exp_list[100] = 0 m = actor.exp_basis n = 0.75 + actor.exp_inflation / 200.0; for i in 2..99 @exp_list[i] = @exp_list[i-1] + Integer(m) m *= 1 + n; n *= 0.9; end end
After the def make_exp_list line, you'll see @exp_list[1] = @exp_list[100] = 0.
"@exp_list[x] = y" defines the amount of experience (y) required to reach x level. The things after that are variables and the equation used to calculate the experience curve in the database.
Then, we'll focus on the exp_list thingy. After "@exp_list[1] = @exp_list[100] = 0" start making your exp chart as desired like in this example:
CODE
#-------------------------------------------------------------------------- # * Calculate Experience #-------------------------------------------------------------------------- def make_exp_list @exp_list[1] = @exp_list[100] = 0 @exp_list[2] = 20 @exp_list[3] = 50 @exp_list[4] = 90 @exp_list[5] = 140 m = actor.exp_basis n = 0.75 + actor.exp_inflation / 200.0; for i in 2..99 @exp_list[i] = @exp_list[i-1] + Integer(m) m *= 1 + n; n *= 0.9; end end
See? That's how you set a custom amount of exp for each level, and you can continue until level 99 if you'd like. But wait! There's one more thing you have to do. See that "for i in 2..99" there? That determines which levels are affected by the equation calculation. We want to use our own custom experience curve so we don't want that baddie equation to interfere. If you're setting each level up to level 100 manually, you might want to change that 2..99 to levels which will be impossible to attain (if you're not using LimitBreak, but I'll delve deeper into that later).
CODE
#-------------------------------------------------------------------------- # * Calculate Experience #-------------------------------------------------------------------------- def make_exp_list @exp_list[1] = @exp_list[100] = 0 @exp_list[2] = 20 @exp_list[3] = 50 @exp_list[4] = 90 @exp_list[5] = 140 m = actor.exp_basis n = 0.75 + actor.exp_inflation / 200.0; for i in 101..102 @exp_list[i] = @exp_list[i-1] + Integer(m) m *= 1 + n; n *= 0.9; end end
So there we go. Impossible to attain levels are used for the equation so they will not interfere with our custom chart. _______________________________________________________________________
For those who are using the KGC_LimitBreak script: Since it overrides the Game_Actor data, you'll have to check line 308 and onwards:
Group: Global Mod
Posts: 1,784
Type: None
RM Skill: Undisclosed
Rev Points: 15
I don't know. I don't use KGC, so I can't help with that. All that I posted came from a topic on another site. You could ask about it in support, though, and see if somebody can help with it.
Group: Global Mod
Posts: 1,784
Type: None
RM Skill: Undisclosed
Rev Points: 15
If you're having problems script-wise, you might have better luck asking in script support. Beyond what I've already included, I can't provide anymore assistance, since I don't use KGC scripts.