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SETTING AN EXACT NUMBER INTO EXP CURVE RM2003

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Ok, so I'm setting up my exp curve for my fan sequel to match the exp curve of the second game in the series (breath of fire).

I researched the setup of the curve, and I understand the basic principal, that the primary is doubled each level, and that the secondary goes up exponentially, and the third goes up by the amount each level, but... it really is a good bit over my head.

Basically my start point to get to level 1 is 10 exp, but to get to 99 is 8,907,002.

Does anyone have experience with this sort of issue? I need my end exp to at least somewhat match that number because the mobs drop a certain amount of exp, which I have mapped out for each mob till the end of the game based on that exp curve, and it will not simply allow me to set the exp amount for each level, though my information from BSiron only shows the info per 5 levels...

Any help would be great.


Also, the curve is the most difficult part of it for me, because I could put any number in and get 8.9 million at the end, but at level 10 it needs to be around 2200 exp and level 15 around 14000 -.-* etc


I'm almost ready to run to VX, not sure my issues would be solved by that though.
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
RPG Maker 2003's experience curve is bunk. No matter what you do, no matter how much you edit the three variables it gives you, level 40 will always cost exactly twice as much XP as level 20.

You need to make a custom experience system. This is kind of a lot of work, though it depends on how many characters you have and how nice you want it to look. The basic idea is to set a variable on round 0 of every battle that indicates how much XP the player gets from that battle, and then have a common event that checks to see if that variable is above 0, and if so, distributes it to variables representing the XP of each of the characters. Then it checks those variables to see if they've reached whatever mathematical formula you decide to use to calculate level ups. You never actually give anyone real experience points, you only use variables to keep track of XP. Because of this, the XP to next level in the menu will be wrong, and you'll have to create a custom victory screen that you show after every battle to notify the player of how much XP they gained and whether they gained any levels.

For an example of a game that does this, see Vindication. Note that Vindication uses a custom random battle system so it's easier to detect if the player runs away - if you use the default random battle system, you'll need to figure out a way to handle that.
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