2K3S HORRIBLE EXP

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Has anyone figured out a good system for exp.
Im looking for a system where characters get EXP based off of there level compared to the level of the monster.

Im also thinking about maybe playing around with encounter rates based on level.

So my question is simply are there any tutorials on sorting out the mess that is 2k3s exp chart.
You want to do this while keeping the default battle system or by making your own custom one?
Marrend
Guardian of the Description Thread
21806
This sounds like the same kind of system the Suikoden series has. As far as my observances go, critters have an EXP and LEVEL value which might be multiplied together, but then divided by the character's LEVEL. But this calculation was done for each character in the party. Thus, a character going into a battle might go from 15 to 17 whereas another character goes from 17 to 18. Or something like that.

I'm not sure how plausible this is with 2K3, personally. It worked for Suikoden because the amount of exp required to gain the next level never changes. It's always 1000. RPG Maker's exp charts generally have the amount to gain the next level increment. However, like I've said on numerous occasions, my knowledge of what can be done with 2K3 is limited.
Keeping the default system. And what I want is something that.

If a character is level 20 in a level 30 dungeon they will get double experience while if a character is 40 they will receive half and if they are very high, say 20 levels above they will not get any.
I will be doing this in my game. I'm not sure if there are any tutorials but I can explain what I've done so far.

I'm doing it on a per monster basis;

You probably need touch encounters so that you can ignore in battle exp payouts, and have it all happen after the battle is over. I don't know of any way to trigger an event after a random battle.

Your touch encounter would usually be a set enemy(meaning every time you touch this encounter, its the same enemy with the same exp payout). In the touch event, at some point, you would set a variable ENEMYLEVEL to whatever level. Let's use 5 as an example. This can be before or after the actual battle.

So after the battle, if you win, a few things need to happen. First of all, you need to set a variable with your hero's level. This isn't always changing so you could have a variable start at one and every time you level just add 1 to it. Or just use the Variable Operations command, choose the "Hero" radio button, choose a hero, then the first option in that list is level.

At this point you have a variable with enemy level and a variable with Hero level. So now you just use a Conditional Branch command to compare the levels. There are various ways to do it so I'll just suggest one method(that I will probably use)

Take a variable(lets start with Hero) and subtract the other variable(in this case Enemy). If hero was 10 and the enemy 5, then the result of this would be +5. This indicates that the hero is 5 levels above enemy. If the enemy was 10 and the hero 5, then the result would be -5. This indicates that hero is 5 levels below. It's at this point that you would have branches for each range of level difference, and they give out different payouts based on this number.

Now, one thing to keep in mind when doing these kinds of calculations is that you don't want to alter the original variable. The variable containing the hero's level shouldn't change unless you level up. So you would create a dummy variable, a temp variable, and copy the value of the hero's level variable into the dummy variable. Then use the dummy variable in the above calculations.

Does that make sense? I can show examples if needed.

haha..ok so I'm only just noticing your last comment now. It would be similar if you want the level of the dungeon to affect the exp payouts. I would say...when you enter the dungeon a variable is set with the "dungeon level" and you would use that variable(a temp copy of it) to compare to the hero level using the same method. You would still need touch encounters though so that the calculations occur after you win in the touch event.
Thanks I made it so that when you defeat an enemy it calls a common event.

A common event is there for each monster grp.
Marrend
Guardian of the Description Thread
21806
Wait, so players can kill a dude, earn the EXP for just that dude, then escape? Couldn't that, potentially, break the game?

I'm probably reading it wrong.
No its an event where you get rewarded EXP after the battle. It only gets called if you win.
author=Marrend
Wait, so players can kill a dude, earn the EXP for just that dude, then escape? Couldn't that, potentially, break the game?

FF8 had that. I think it is much more realistic than having to kill every enemy in the group in order to gain battle experience.
How about this for leveling

Call common event

Var monster level set 5
Var xp gained set 200
Var xp gained multiply monster level "this makes the xp 1000)
Var xp divide hero level "Do this for every character"

Surely this system means that if you are the same level you will always get the correct xp but if you start to become overleveled it will very quickly slow you down.
Yeah. Castlevania SotN uses that interesting system. However the first multiplication is useless. Just make it 1000 right from the start and divide by the hero's level.
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