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EXP Table



No reason to do something fancy just to do something fancy. The formula that calculates EXP is written into the editable text boxes to remind you. This is a standard EXP curve system. To do something different, you can always have attributes to hold EXP, job points, whatever and then write events to handle how these let you level up/change class/whatever.

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What bugs me about the RPG Maker series is that you can not specifically tell each level to require a specific amount of EXP.
It's always done with some sort of "table" and a Slider.
That would be interesting, but at that point you would be taking over how characters level up (which is made easy in 20XX to hijack any of the calculations).
Honestly, yeah, there are some game ideas I've had in the past that require the "paper mario" style of experience where you get 100 points, level up, and only need another 100 points to level up again.
Actually for that, it's just C = 100, B = 0, and A = 0. Then the graph is just 100 to next every level.

You would then put in the enemy's projected level as the EXP reward instead of the actual EXP reward so you can calculate how much of 100 EXP the character earns for defeating lv. X enemy.
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