[RMVX ACE] CHARACTER LEVELS
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Would like to know if character levels can be rewarded by completing quests rather than the default exp/g system? I know there is an option in the editor to Change Level. I just can't figure how to disable the default system.
Starting Level 0/Highest Level 0? Or would one overwrite the other?
I would like to do that up until L20 is reached. Then, if possible change to the default system starting at L20 for the remainder of the game.
Would this require cloned characters and switch from one to the other?
Starting Level 0/Highest Level 0? Or would one overwrite the other?
I would like to do that up until L20 is reached. Then, if possible change to the default system starting at L20 for the remainder of the game.
Would this require cloned characters and switch from one to the other?
Initial thought:
Just set the EXP for each enemy in your starting area to 0, then EXP is only earned when you give it in an event.
Alternative thought:
The SP parameter EXR = exp rate multiplier?
You can change class from an event, so you could just clone classes instead of the whole character.
Just set the EXP for each enemy in your starting area to 0, then EXP is only earned when you give it in an event.
Alternative thought:
The SP parameter EXR = exp rate multiplier?
You can change class from an event, so you could just clone classes instead of the whole character.
I wasn't exactly sure what you meant by "default system". Like, maybe you were talking about what happens to a character's EXP when a level is added (my guess is that it's set to the bare minimum for said level). However, if it's a matter of over-writing the XP-curve after level 21, the thought in my head is that you do something like...
...this? Granted, I have no idea what you want the exp-curve to look like from level 21 and onward, but, I believe that would be the basis.
*Edit: I mean, you could do the cloned classes bit as well. I guess it depends how many characters there are in the game?
class RPG::Class < RPG::BaseItem def exp_for_level(level) if level > 21 lv = level.to_f basis = @exp_params[0].to_f extra = @exp_params[1].to_f acc_a = @exp_params[2].to_f acc_b = @exp_params[3].to_f return (basis*((lv-1)**(0.9+acc_a/250))*lv*(lv+1)/ (6+lv**2/50/acc_b)+(lv-1)*extra).round.to_i else #??? end end
...this? Granted, I have no idea what you want the exp-curve to look like from level 21 and onward, but, I believe that would be the basis.
*Edit: I mean, you could do the cloned classes bit as well. I guess it depends how many characters there are in the game?
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