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[RM2K3] Is there a way to check required EXP for next level?

author=narcodis
To me, resetting the experience every level seems like it'd be pretty tedious. To your point about SNES RPGs doing this, I don't know if that's even true. A quick glance at all the major final fantasy games of the SNES era keeps a cumulative total of EXP, and then tells you how much is needed for the next level. BUT! Regardless, here is how you calculate experience needed.

Every experience curve in RM2k3 has three properties: Base Level, Acceleration, and Extra Value. (WARNING: in the official translation, the values are mislabeled and Extra should be labeled Acceleration! These formulas below are written assuming the 2nd value is Acceleration and the 3rd value is Extra.)

So, given your experience curve has:
B = Base Value
A = Acceleration
X = Extra value

Experience needed to get from level L to L+1:
B + X + A(L)

Total experience needed to reach level L:
(L - 1)(B + X) + A( L(L-1) / 2 )

Examples..
Given B=25, X=15, A=8
Experience needed to get from 5 to 6:
B + E + A(L) = 25 + 15 + 8(5) = 40 + 40 = 80

Total experience needed to reach level 6:
(L-1)(B+X) + A( L(L-1) / 2)
= (6-1)(25+15) + 8( 6(5) / 2 )
= 5(40) + 8(30/2)
= 200 + 8(15)
= 200 + 120
= 320


If you want to know exactly how much EXP is needed to get to the next level:
Given the hero's level is 6, we want to target level 7.
Take the hero's EXP (assign it to a variable) and subtract it from the Total Experience needed to reach level 7.

So say the hero has 350 EXP.
Given the same base, acceleration, and extra value parameters..
Total exp needed to reach level 7:
(L-1)(B+X) + A(L(L-1) / 2)
= 6(40) + 8(7(6) / 2)
= 240 + 8(42 / 2)
= 240 + 8(21)
= 240 + 168
= 408
Needed for next level: 408 - 350 = 58


It's a nontrivial amount of calculation to do in RM2k3, but simple enough to code up in a common event and reference whenever you need it. Hope this helps you out!

I think you're right actually, for some reason I assumed EXP was reset to 0 with every level.

I'm really bad at the math stuff, but why not just swap those labels around to suit the official translation? Seems less confusing to go off of that. The rest of your post looks like Einstein's calculations to me, but I'll try to make it work.

Is a quest system a good idea for an RPG Maker game?

Yeah that's what I'm worried about too. That I want to have it simply for the sake of having it, and not because it really adds engaging content. It's not too difficult to come up with a few fun quests, but to make this work you'd need a ton. And then the boring fetch quests come into play. Also the rewards are a difficult issue. If a player does none of the quests, do they have enough money / items to get through the story? If not, it becomes almost mandatory to do that, I don't think that's a good thing. But if you don't need the rewards, why bother even doing them when many of them are fetch quests?

Is a quest system a good idea for an RPG Maker game?

I've been thinking of doing this, basically random NPCs in the world offer you various quests, finding a lost item, killing some enemy or enemies, collecting some items. RPGs of this type usually have sidequests, optional stuff that you can do for a special weapon or type of gear. But the whole quest thing is more something that came with 3D RPGs.

Would it work in a classic 2D RPG? Or would it get boring fast?

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

Oh yeah that was it. Ty

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

I dunno if anyone still needs Yellow Protector of the Sun, but here it is

Also there was a game for Rm2k or Rm2k3 that used no tilesets but completely custom backgrounds for every map, I forgot the name. It had a snowy theme, at least at the beginning. I think it was about some war or some shit. If anyone knows what I'm thinking of, hit me up.

[RM2K3] Is there a way to check required EXP for next level?

Ah. I see what you're saying.

I have to say, Rm2k3's way of handling EXP and level ups is pretty peculiar. Most RPGs of the SNES era reset your EXP to zero when you reach a new level, and the EXP required for the next level is higher than the previous one, but not a number added on top of the amount needed for the previous one. Unlike Rm2k3, which doesn't reset your EXP to zero, but lets you keep the EXP you needed for the level up as your current EXP, and just adds more on top.

So what I kinda wanna do is make a common event that checks if a character's level increased, and reset their EXP to zero. But it only needs to do it once, at the moment the level is increased. Then I'd use my own EXP values instead of Rm2k3's. Do you think that's feasible, or is this fighting the engine too much? And how could I pull this off without once again checking every level?

[RM2K3] Is there a way to check required EXP for next level?

I don't really understand what both of you just said, but I'll look through the help file

[RM2K3] Is there a way to check required EXP for next level?

So Rm2k3 lets you store the EXP of a character in a variable, but only the current EXP, not the EXP needed for the next level. So if I want to manually track that, and my max lvl is 99, do I have to make 99 conditional branches for every character that check their levels and enters a value inside a variable?

The only way to do that is to manually set variables to the EXP required I entered in the Database. If I change my mind later on and change EXP values required for my characters, I'm looking at updating hundreds of conditional branches.

So yeah. Any neat little trick to do this?

[RM2K3] Is it possible to execute something if condition 1 or condition 2 is true?

Labels actually seem like a pretty good solution to this. I almost never use them so I forget they're even a thing.

[RM2K3] Is it possible to execute something if condition 1 or condition 2 is true?

Basically, you know in programming "if statements" you can usually do "or if", to execute the same lines of code if either one of several conditions is true?

Can you do this in Rm2k3? I know you can check if several conditions are true at the same time by nesting Conditional Branches, but can you execute the same event commands if one of several conditions is true, without having to copy paste the event commands to several Conditional Branches?