EXPERIENCE POINT SCRIPT FOR VX
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Hail to everyone and thanks for reading and hopefully helping me.
I'm looking for a script (or an event made system, doesn't matter, but to me script seems to be more solid when you understand them) that would enable me to give XP points to both dead PCs AND non-fighting PCs (the one that aren't in the party at the precise moment of the fight - I use an PHS-like system).
The only thing I have in mind right now is to get rid of standards XP points and give XP by event at the end of each fight, so that way I can give it to everyone.
What do you think ?
Thanks.
EDIT : Fixed some spellings errors.
I'm looking for a script (or an event made system, doesn't matter, but to me script seems to be more solid when you understand them) that would enable me to give XP points to both dead PCs AND non-fighting PCs (the one that aren't in the party at the precise moment of the fight - I use an PHS-like system).
The only thing I have in mind right now is to get rid of standards XP points and give XP by event at the end of each fight, so that way I can give it to everyone.
What do you think ?
Thanks.
EDIT : Fixed some spellings errors.
I honestly have no idea if VX supports this, but in RM2000, I would simply have a common event where everyone not in the party gets the same amount of XP the battle was worth, set by a variable (You would have to set the XP variable for each monster party at the beginning of the battle).
Set another common event to determine if a character is in the party or not, and if not or if they are dead, give them the EXP. This avoids characters getting double EXP for surviving.
Set a third common event that determines if the XP variable is greater than 0 (including less than 0 is fine if you must (you would in RM2000), even though you won't use it :P) and if so, give the XP and set the variable equal to 0 so it doesn't constantly give XP.
This is how I would accomplish it in RM2k, and I would assume that it would work in RMVX.
But I have no idea and if in fact it doesn't or somebody posts a better/easier way feel free to ignore me.
Set another common event to determine if a character is in the party or not, and if not or if they are dead, give them the EXP. This avoids characters getting double EXP for surviving.
Set a third common event that determines if the XP variable is greater than 0 (including less than 0 is fine if you must (you would in RM2000), even though you won't use it :P) and if so, give the XP and set the variable equal to 0 so it doesn't constantly give XP.
This is how I would accomplish it in RM2k, and I would assume that it would work in RMVX.
But I have no idea and if in fact it doesn't or somebody posts a better/easier way feel free to ignore me.
Your way is exactly what I was thinking about since I was working with 2k3 before VX. Thanks alot for clarifying some details thou.
Here's a very simple script change that will give all characters, whether they're in the party, dead, or whatever, experience at the end of a battle (not divided or lessened for characters in the party):
Open Script Editor, then open the Scene_Battle script. Search for the function "display_level_up":
Change this line:
To this:
$game_party is an array that tells the game which characters are in your party, whereas $game_actors is an array that contains ALL characters you have created in the editor (whether they are in your party or not, meaning if you haven't even discovered them yet).
This will probably cause some funky issues =) Probably needs some fine-tuning to fit your needs.
Open Script Editor, then open the Scene_Battle script. Search for the function "display_level_up":
#--------------------------------------------------------------------------
# * Display Level Up
#--------------------------------------------------------------------------
def display_level_up
exp = $game_troop.exp_total
for actor in $game_party.existing_members
last_level = actor.level
last_skills = actor.skills
actor.gain_exp(exp, true)
end
wait_for_message
end
Change this line:
for actor in $game_party.existing_members
To this:
for actor in $game_actors.existing_members
$game_party is an array that tells the game which characters are in your party, whereas $game_actors is an array that contains ALL characters you have created in the editor (whether they are in your party or not, meaning if you haven't even discovered them yet).
This will probably cause some funky issues =) Probably needs some fine-tuning to fit your needs.
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