[RMVX ACE] A SCRIPT TO CUSTOMIZE EXP CURVES.
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I looked for a script to customize EXP curves and finally found the script.
It works very well but I face a problem which is that all the characters have the same EXP curve and I don't know how to fix the script to make different EXP curves.
I tried to make contact with a creator of the script but his website disappeared.
Could anyone know how to use the script to make different EXP curves?
http://pastebin.com/WFN3tDMn
It works very well but I face a problem which is that all the characters have the same EXP curve and I don't know how to fix the script to make different EXP curves.
I tried to make contact with a creator of the script but his website disappeared.
Could anyone know how to use the script to make different EXP curves?
http://pastebin.com/WFN3tDMn
I would suppose that it would depend on how you want to customize the EXP curve. Do you want some kind of mathematical formula that is based on the variables the EXP curve screen uses, but are processed differently than the default formula, or, do you want a different method like that script, where all characters share the same curve regardless, only with different numbers?
Technically, the latter would be easier than the former, but, I, nor anyone else reading this, would know what you want.
Technically, the latter would be easier than the former, but, I, nor anyone else reading this, would know what you want.
Thanks for your answers.
First of all,I don't use the EXP curves generator at all.
I use the script to make my EXP curves (actually curves are not shown though).
And what I want to make is a wizard who grows earlier than a warrior.
But the wizard and the warrior always grow at the same time because I don't know how to set different EXP rates with the script...
First of all,I don't use the EXP curves generator at all.
I use the script to make my EXP curves (actually curves are not shown though).
And what I want to make is a wizard who grows earlier than a warrior.
But the wizard and the warrior always grow at the same time because I don't know how to set different EXP rates with the script...
author=Shaolin_Monk
But the wizard and the warrior always grow at the same time because I don't know how to set different EXP rates with the script...
That's how that script is set up, though. It creates one static table that all classes share. Since you seem to want to create a static table for each individual class, I would suppose that you could perform a "case" statement that looks at, most probably, the class ID number found in the database. Then, with each "when" statement, you could copy/paste the formatting of the table from that script for each class, changing the specific EXP values to whatever you want.
author=Marrend
I would suppose that you could perform a "case" statement that looks at, most probably, the class ID number found in the database. Then, with each "when" statement, you could copy/paste the formatting of the table from that script for each class, changing the specific EXP values to whatever you want.
It looks too difficult for me to do this.
I don't know what a "case" statement and a "when" statement are.
I also don't know what the formatting of the table is.
I obviously need more knowledge about terms of RPG maker and scripts.
Thank you for your advice!
author=Shaolin_Monk
It looks too difficult for me to do this.
I don't know what a "case" statement and a "when" statement are.
The help file is your best friend. It might be a little technical, but, if you play around with how the "case" statement works for something that's not important, you should get the hang of it.
author=Shaolin_Monk
I also don't know what the formatting of the table is.
You don't have to necessarily "know", since I imagine it would be a copy/paste job with edits made to suit your purpose.
author=Shaolin_Monk
I obviously need more knowledge about terms of RPG maker and scripts.
It can be quite daunting! You have to learn at your own pace, of course.
I whipped up a quick script that's a bit more robust with a demo project. Download demo project here.
The script has two parts: Your exp curves and code that will choose who gets what curve. To create a new curve you can just copy an existing one, paste it to the end of the curve list, and just change the name from :low to :knight or :mage or :radical . In the second half you can just copy the selection code so it pulls from the correct exp curve for the class ID. So if Class #6 is a knight you can add:
In the middle of the rest of the curve selectors (as long as it is before the last one that doesn't have an 'if @id == whatever' at the end of it), which it will pick if it doesn't find any other curve to use.
The script has two parts: Your exp curves and code that will choose who gets what curve. To create a new curve you can just copy an existing one, paste it to the end of the curve list, and just change the name from :low to :knight or :mage or :radical . In the second half you can just copy the selection code so it pulls from the correct exp curve for the class ID. So if Class #6 is a knight you can add:
return @@exp_curves[:knight] [level] if @id == 6
In the middle of the rest of the curve selectors (as long as it is before the last one that doesn't have an 'if @id == whatever' at the end of it), which it will pick if it doesn't find any other curve to use.
class RPG::Class < RPG::BaseItem @@exp_curves = { :low => { 1 => 0, 2 => 10, 3 => 30, 4 => 60, 5 => 120, 6 => 240, 7 => 480, 8 => 960, 9 => 1920, 10 => 3840, }, :mid => { 1 => 0, 2 => 100, 3 => 300, 4 => 600, 5 => 1200, 6 => 2400, 7 => 4800, 8 => 9600, 9 => 19200, 10 => 38400, }, :high => { 1 => 0, 2 => 1000, 3 => 3000, 4 => 6000, 5 => 12000, 6 => 24000, 7 => 48000, 8 => 96000, 9 => 192000, 10 => 384000, }, } def exp_for_level(level) # The curve we used is based on the class ID return @@exp_curves[:low] [level] if @id == 1 return @@exp_curves[:mid] [level] if @id == 2 return @@exp_curves[:high][level] end end
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