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CUSTOM EXP SYSTEM (RM2K3)

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APATHY IS FOR COWARDS
4158
It seems that I have been driven to go all-out on my current project and add another custom system to it, and I need your advice.

I'm adding a custom EXP system for two reasons:
1) The current system for RM 2k3 can't be exponential, meaning that grinding level 1 doggies for a couple hours will put you at level 30 and let you breeze through the game
2) I have a limit-break-esque system that improves your statistics as a battle rages on (every turn your ATK or DEF gets a little boost), but due to the nature of the command code, resetting your ATK or DEF after a battle is annoyingly difficult, and every once in a while your stats will permanently drop to 1 or 0 or something and the game will be unplayable (you'll either do no damage or die instantly). With a custom system, I can just set a variable to your stats whenever you're outside of battle and have your ATK set to that stat after every battle.

Anyway! Enough rambling. I was wondering if anyone had any advice or experience making a custom EXP system and if there was any tips you could give me. I'm already using scripted battles (either battles you have to fight or guys you run into, i.e. not random) so adding EXP after every one should be easy.
Honestly, what you're doing sounds beyond my personal knowledge. If you start really low couldn't you manually make the levelling exponential by just manually adjusting the exp requirements for each progression on the hero tab?

Secondly, might not be suitable for you, but if you don't have random encounters then you essentially cap the game's level continually because the player can only be as strong as fighting ALL-of-the-monsters-so-far would let him be and obviously never any stronger without moving on to new areas with new monsters (so long as they don't re-spawn).
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APATHY IS FOR COWARDS
4158
They respawn, in case the player felt like racking up some items or cash, or just felt like fighting. Making an exponential EXP curve would reduce the likelihood of grinding (no one's going to fight snakes for 2 xp a battle when you need 10,000 for a level)

My plan was to just set a number for a level, and give a little message, additional skills and stat boosts when someone hits that number.
The leveling system in FFxi is one that sounds like what your talking about.

To get the most EXP from a kill you have to defeat something of a higher level than you. As your level begins to match that of the monster you get less EXP. Eventually you will get no EXP from a monster. There is no "pool" of EXP, once you gain a level your EXP is 0(+ whatever is left over from the kill) and then your goal for the next level is raised by a few hundred.

Is this what your trying to do? If you could be specific about something your trying to accomplish I could toss some ideas around. Like how to create the branches to compare levels and alter the EXP gained.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I use a custom XP system in Vindication. It involves a custom victory screen that pops up after battles. If you want, you can download Vindication and steal the scripts.

The basic way it works is:
- On round 0 of every battle, a battle event sets a variable to the amount of XP that the battle is worth.
- Escaping from a battle sets the XP variable to 0. I use a custom encounter system (in order to create a minimum and maximum number of steps before each battle), so this is easy. With the default encounter system, it will be harder.
- A parallel process common event checks to see if the XP variable is above 0. If so, it turns on a switch. If not, it turns off the switch.
- An auto-start common event starts automatically if the switch is on. It waits 0.1 seconds (to allow for the XP variable to be set back down to 0 if the player escaped). If after that time the XP variable is still above 0, it calls the victory screen.
- The victory screen is a common event that must be called. It shows a picture and then does all the calculations and awarding. This is like 1500 lines of code and involves looping through party members and calling several other common events, so I won't go into detail, but you can download my game and check it out if you need help or just want to use it verbatim. Message me if you have any questions about how it works, since it's kind of a mess.
- If a battle is in the middle of a cut scene, the victory screen will not appear until the cut scene ends. Often, this is a fantastic feature, but in cases where I want it to appear immediately, the cut scene can call the victory window common event directly, allowing you to show it whenever you want.
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APATHY IS FOR COWARDS
4158
Thanks you guys! I've pretty much figured it out.

I just have a common event that checks how much EXP the party has and levels them up accordingly. An EXP variable is added to after every battle, and the common event is called. If they level up, there's a message and fireworks!
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