Jump to content

Search the Community

Showing results for tags 'exp'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Community Central
    • Forum Announcements
    • Forum Feedback and Support
    • Introductions & Farewells
    • General Discussion
  • The Developer's Corner
    • Theory and Development
    • Recruitment
  • Game Development
    • Editor Support and Discussion
    • Programming
    • Tutorials
    • Workshop
  • Game Production
    • Games in Progress
    • Completed Games
    • Game Reviews
    • Archived Games -Projects that have been inactive for 12 months are stored here.
  • Resource Center
    • 2D Resources
    • 3D Models
    • RPG Maker
    • Audio
    • Resource Market
    • Developing Tools
  • Creative Area
    • Artwork Gallery
    • Music Room
    • Literature Library
    • Animation Theater


  • Loki's Blog
  • Kirin's Blog
  • Cremno's Blog
  • Nelneo's Blog
  • silversatyr's Blog
  • Virtuous Blade Development Blog :: DISCONTINUED
  • Lone Barrel Works
  • Intrigue of the Crystals Development Blog
  • Princess Project
  • Endafy's Corner
  • Knightmare's Blog
  • The Septrian Voyager
  • Animated Battlers
  • Pikalyze's Apple Tree
  • Marshzd Film to RPG Blog
  • Guardian Spirits Status Blog
  • Shinsei Stuff
  • æ�±æ´‹ã‚¢ãƒˆãƒªã‚¨
  • Eve of Perception [RPGMakerMV] Devlog
  • Blood Boundary Development
  • Little Girl That Could dev blog
  • Alice - Human Sacrifice Blog
  • Brualrosian Empire
  • Bashar's Blog
  • Shin RPG Maker
  • ShinGamix's Ace.net Only Blog
  • UnDead Studios
  • tillypope's Blog
  • whitedahlia
  • Rusted Souls Project Blog
  • Somnium: Burning Ember Development Blog.
  • E. Rin's Blog
  • Mako Star's Blog
  • A Descent into the Maelström
  • Aarowaim's Blog
  • CubixPG's
  • Pokemon Planet Project
  • Uprising:The Blog
  • Politics: The game project blog
  • MonDez's Custom Resources
  • BlueDragonGamers
  • CT Bolt's Blog
  • Cid Gaius' Blog
  • Cidiomar's Blog
  • monster311
  • Velvela Jade
  • Dark Horseman
  • Pocketmouse, Project: Blog
  • Looking for Artist
  • COVB Custom
  • Ravenith's Laboratory
  • The Ninth Life Gaming
  • Daniel Tom's Blog
  • Daniel Tom's Blog
  • Level 99
  • Blood Shadows Blog
  • PK8's Blog
  • It's Acezon
  • Saphire Action Battle System IV how do you make the player Die?!
  • jomarcenter gamer news blog
  • Random Designs~
  • Mini Game Ideas
  • A Mouthful Of Maus
  • Mundane's Blog
  • The Guardian's Wicked Cool Stuffs!
  • Script Request
  • Ultima - Virtuous
  • Deadwater's Blog
  • Alendalin RPG
  • Cait's Blog
  • Acer K Productions
  • Hyde's Development Journal
  • DWM2 Development Journal
  • ~Hikari No Uta~
  • => proceed to recycle bin
  • The8th's Journal
  • Face Emotions
  • Request on Tutorials Anyone?
  • estriole's Blog
  • NecromireGames Blog
  • Toheka's blog
  • Bluestar Blog
  • Upcoming Tutorials
  • Misadventures
  • Resource Blog
  • LunaWing118's Blog
  • My Game
  • A Masterpiece In Development
  • N.O.I.M.
  • Hey PL! (Passive Lion's Official VX Ace Blog)
  • RagingHobo's Blog
  • Arctic Fox's Blog
  • Yin's Blog
  • TDW's Blog
  • pxlgraphic- Official Blog
  • The Making of Zendir
  • Rowen's Blog: Okami project
  • Vintaisa:School magic
  • Elixia's Memoir Chamber
  • Progress Project
  • Realms of Eternity
  • Infernal Cauldron of Miscellany
  • The Making of Zendir 2
  • Hortator's Blog
  • Project Shotgun
  • kelchw2323's Blog
  • kelchw2323's Blog
  • Aesorian's Thingymajig
  • NewMarker's Blog
  • Dezz's Stuff!
  • Pixel Art
  • KilloZapit's Magical Fairyland
  • Zendir 1: The Director's Cut
  • Bá´€ssÒ“ire [â—£ â—¢]'s Blog
  • My sweet abyss
  • RuinLight's Blog
  • ohheart's Blog
  • Indy Star: Dev Log
  • Logic's Blog
  • Mark Juner
  • LunaWing118's Blog
  • The fall of equestria
  • chronicles of a gamer
  • Replication/Tutorials
  • King's & Heroes Dev Blog
  • Whistler Wolf's Blog
  • kaz's Blog
  • China Rgss Scripts
  • Draciarch Games' Blog
  • Modern's Goal
  • Z3R0's Blog
  • 7-continents worldwide travel
  • "The World After" in the Making.
  • DarthVollis' Blog
  • SMC Development Blog
  • ~Choco's Blog~
  • Thoughts
  • The Four Stones
  • The Zen
  • Maindric's Blog
  • icon's Unusual Ideas
  • kayden997 Gaming Moment
  • Jonnie's Blog!
  • RuinLight Blog
  • Wren's Blog
  • Axio Chronicles: Progress Report
  • Liphidain - The Record
  • Nightgazer Starlight's Blog
  • Thebigzumawinz's Blog
  • Orrgar's RPG Blog
  • SchnitzelLion's Blog/etc
  • SirBilly's Blog
  • The Guardian's "Project RPG"
  • Alufey's Blog
  • Zanara's Blog
  • Legend of Erthia - The Etheral Gate
  • Naruto RPG Blog
  • GreenSheepGo's Blog
  • siChainlinks' Blog
  • Haunted Robots Blog
  • A blog emerges.
  • HimeWorks
  • cHAOScythe's Blog
  • Aetra: The Blog
  • Soul of Sul
  • Tutorial Drafts
  • Tigerbite's Blog
  • I need a little help... (o.\\)
  • Project A
  • The Shadows of Splendor
  • Deej's Blog
  • From the studio...
  • Vos: Demon Eater
  • RuinLight's Blog
  • Project Pepé
  • Project: █████▌
  • LunaticZio's Blog
  • Vauge
  • ThunerzIX's Blog
  • Smokey's Blog
  • AlexanderK's Blog
  • Magic Warrior
  • VanillaCube's Blog
  • Eventing 101
  • wirt2650's Blog
  • Rabie's Vaccine
  • Ninja Wolf Blog
  • Grotaiche's Blog
  • Writing Competition
  • OtaEnt Studios
  • Totori's Blog
  • The Kokonut Tree
  • Universecoffee's Blog
  • Universecoffee's Blog
  • Judgement Journey : Develop Blog
  • OmegaDSX's Blog
  • CharmingDominion's Blog
  • Jay Heartay's Blog
  • Arfax Games Dev-Blog
  • Pandemonuim the game
  • Remains: Dream Paradise
  • Just Starting Out
  • dev[otion]
  • Taffer's Blog
  • Soft-Square's
  • OmegaDSX's Off site blog
  • Story Review
  • My Ideas
  • EVENavesT
  • Elementstormrpgteam's Blog
  • RavenTheOld's Blog
  • Unnamed Game Dev
  • The Arbitrators Series
  • Medicine Man
  • Laura Yeah Right's Blog
  • Stradar's Blog
  • Silvershore
  • Jonath4nC's Blog
  • xMikachux's Stuff
  • Cecillia's Blog
  • Liphidain Development Blog
  • Pixelated
  • animeforfun's Blog
  • Purogurama Project
  • Flora Development
  • animeforfun's Blog
  • anna trinh's Blog
  • DragonWing Studios Blog
  • Tangential
  • P3RR1N's Blog
  • Necromedes' Blog
  • Soul Attraction
  • Tsarmina's Ramblings
  • lastonealive111's Blog
  • privateer's Blog
  • Warhamme40k Extermination
  • Dead Island Reincarnate part 1 review
  • Murgianswordsman's Blog
  • Jungernaut's Status Updates
  • Dead island Reincarnate info
  • KevinFrost's Blog
  • The Ensnarer
  • InfectedChild's Blog
  • Cupcake293's Blog
  • Choco's Dev Blog
  • Something Witty
  • t h e j a y s t u d i o's Blog
  • Zeth-Almer's Blog
  • Blindga's Lounge
  • Yenok's Blog
  • Eroha Maximus Development Blog
  • General Douchebaggery
  • My RPG progress blog
  • Master of The Forge - Development Blog
  • Draaloff - a small artwork collection
  • Update Blog
  • Cazziuzz' Blog
  • Personal blog
  • Ramblings of a writer
  • Ocedic's Blog
  • Gump's Dev Blog
  • smashdaddy's Blog
  • Biwy's Scripts
  • Ooooh! A Blog!~
  • So yea...
  • Cakes Notebook
  • Questions about my game
  • Flaming Teddy Productions
  • JamTam Universe
  • Tales of Mysteania DEMO
  • Near Misses of the Mundane Sort
  • Patch game title WIP
  • Tales of Time
  • Is anyone willing to assist me?
  • EraYachi's ...*sigh*..."Blog"
  • Help and Advice Requested
  • Fallen Temple
  • QuizicalGin's Blog
  • Ace Academy in Action
  • Fairy, Fairy How Contrary
  • Post-apocalytpic Simulation
  • Tweaksource's Blog
  • McCrumple's Blog
  • Utopia Software
  • gaixareku's Blog
  • DH2 Productions' Blog
  • Palladinthug's Blog
  • magicmetal's life
  • AlliedG's Blog
  • JStewartMusic Blog
  • Attack on Diary
  • Jeff-Andonuts PLAYS SOME RPGMaker VX Ace GAMES!
  • The Thoughts of a Squirrel King
  • Kamalot_INC Presents
  • Crazy Lady with a Hammer!
  • Question About Damage Formulas
  • Wow, such blog!
  • Phantom Antiquary
  • My Game Days
  • ShadowSphere Entertainment
  • Quick Question with Victor's Battle System
  • UnDead Studios Archive
  • Big project, I need help
  • Welcome to Entropy
  • Tactical Game System
  • Under The Name Sanders
  • Otterlicious
  • ScottofNorth's RPG Journal
  • LukeRiley's Project:
  • DiaWulf here~
  • A Spark of Inspiration
  • Downwinds' Blog
  • Arctic Thunder Crunch
  • luwehazcu's Blog
  • Fake but real
  • Allusion's Blog
  • Preparing For Massive Crowdfunding
  • nicoleanderson's Blog
  • Light and the Dark, A Journal
  • Kuronekox's Blog
  • Tris Blog
  • Omniblacklight's Blog
  • Theolized Stuffs
  • Blood Heart Redemption Dev Blog
  • Sug's Blog
  • GameMaking Blogger TheAqib
  • An artist's scattered thoughts
  • CloudTheWolf's Blog
  • Malagar's RPG Dev Diary
  • PoorCollegeGuy's Blog
  • nanokan's Blog
  • Movie Review Blog
  • Minerva's Touhou Diary
  • GameCreations' Blog
  • insomnioid
  • Johnny's Corner
  • Rush2112's Blog
  • Cat`s and Lolipops
  • The Rock Music Blog
  • New Artwork!! :D
  • Wolf Engine
  • Ultim's Thoughts
  • NightWolf's Logo Hub
  • Arcane Blog
  • Lith's Corner
  • HTML & CSS Learning Diary
  • Freak's Games
  • ASOE - Asynchronous Online Engine
  • Dark Cloud RPG Maker Edition
  • Plague's Blurbs
  • An Errant Soul's Musings
  • Stellar Complex - Development Blog
  • Venya's Blog
  • Wish to the Stars development blog
  • A Writers Paradise
  • Project Aventice
  • Aljara~
  • Extreme edits
  • Concepts & Roughs
  • Hokobishu's Japanese Tea House
  • Yukijin's Storehouse
  • The Pantheon
  • Pixii Stix since 1986
  • The Manic Elf
  • Ramblin' Roccstar
  • Blogging and Things
  • Opal Starlight
  • Game Watch
  • Turt's Blog
  • minefan's development blog
  • Kotori-chan`s Review Adventures~
  • Vectra Productions
  • ~Diary of Wrath~
  • DMTK Stuffs
  • Ailuro's Blog
  • Omni Link's Blog
  • Scoosh's Blog
  • DavidFoxfire's Works in Progress
  • DJBailey on Sound, Life, Development
  • Tools of The Trade
  • Kaiso's Blog of ideas and art
  • ImAGirlUPerv's Blog
  • TimothyWhitcomb's Blog
  • Chaosian's Blog
  • Lex's Blog
  • Spooky Does Blog Stuff
  • @Monkeysnow55's Blog
  • Don't have a project title yet :x
  • TheCaliMack RPG (California Macky's Blog)
  • Point08's Blog
  • Emphasis Log
  • A World On Fire
  • Space game
  • Project Eden Dev Blog
  • Soul Eka
  • The Consensus' RMVX Ace Musings
  • Writer's Resource
  • Spectre's Freebies
  • Karsh's Developer Blog
  • AngelCou's Blog
  • Intelligent Debates/feelings/conversations
  • The scripting life of a big red dog
  • Realm of the Nine Palms
  • D'Art Blog
  • BHR development
  • Personal Blog
  • And A Random Blog Appears From The Shadows
  • [Project Log] Relic Hunter
  • LadyLemonGames' Diary
  • Takeo's Game Updates
  • Visual Novel Progress
  • Absolute Nonsense(The Good Kind XP)
  • My Precious Days
  • Wander Work Blog
  • upsidedownprtl's IGMC Blog
  • IGMC Entry
  • Joseph's Development Chatter
  • The Daily Apple
  • [Project Log] The Keeper of the Wards
  • Local Woman Creates Blog: Users React in a Rampage
  • JaiCrimson's Blog
  • Returning to RMVX
  • Vectra's Speeches
  • Monster's Den Blog
  • Firehawk Labs
  • gunsage's magical death metal unicorn apocalypse
  • LTN Games
  • EpicFILE Leisure Time
  • Personal Blog
  • Random Things
  • My small ideas
  • The Waffle of Gold! Development Blog!
  • Blithe's Bleh
  • Maki's Semi-Transparent Cube
  • thejaxinator's INAW3
  • ~Dia's Rant's, Comments, And Concerns of Today's World~
  • Development of Beyond the Dark
  • You walked into Shin's Room
  • Manga Gothic
  • My year with the dragon
  • Memoirs of a Space Traveler
  • The Bounty Hunters
  • Cookie ninja shares!
  • Balter's blog
  • Veryll Tavern
  • Random Postings
  • Devonair320's Blog
  • Green With It's Freedom-Land Field Guide
  • Thought-crime and Other Misdemeanours
  • Jaluna's Berry Bush
  • Character Showcase and Other Things
  • Khaos' Kavern
  • markA's Blog
  • Equestria
  • PixeLockeT Plays & Plugs
  • Jacklack3's Book Of Stuff
  • Paradox: The Dev Log
  • Scalvose: Demons and Dragons Progress Holder
  • KunLibertad's Blog
  • Development of STA-FDW
  • Decim Blog, and Other Things
  • Tales of the Clumsy Beginner
  • Shiggy's Lab of Randomness
  • Bunbunmaru News
  • Shiggy's Blog
  • GameKirby's Blog
  • LewisDruid's Gaming Corner
  • Nirwanda's Corner
  • Jax's Game Log
  • ashm13's Blog
  • A Dog's Guide to Highwick
  • Jacob Mann's IIAW3
  • The Eddsworld Fangame(s?)
  • beh
  • As Time Takes Its Course
  • Tempest of Souls
  • Tochiko Island: Juju Talks to Herself (And Others)
  • Unfortunate Ideas
  • The Woodcutter's Daughter (dev corner)
  • Demon's Gate Progress Blog
  • Cleosetric's Journal
  • Cinder's Stuff
  • Project Iniquitous
  • Milton Monday Plays Something
  • Ac Games
  • Characters And Such
  • Gaming, Writing, and Music
  • GamePad DevBlog
  • CVincent's Blog
  • Cupid's Universe
  • The Lightsworn Devrambles
  • Tarq's Backlog
  • Iron Fortress
  • Chungsie's Dagger Thunder Poop
  • Straydog's Blog
  • DRC's Blog
  • The Book of Love: South Park Fanfiction
  • The Legend of Jerry Quiver: Dev Blog
  • Official Works
  • Cosmo's Development log and Process Anouncments
  • 9 Circles Casino & Hotel
  • The Hurst's Development... Thingy
  • Chibae's Blog
  • JesseO's Blog
  • Party Pals!
  • 'Lucid' Blog Thing I Think
  • Cryptic: Project Journal
  • Neryan's Bloggie >,<
  • Planned All Along
  • Planned All Along
  • Alphys Hedge's Blog
  • Nexus of Naoto
  • FluffexStudios' Blog
  • CAW Series
  • RGSS3 Rumbles
  • Journal of the Phoenix
  • Project Updates
  • Perang Cemen's Devil Boy Quest
  • Fleshport Development Blog
  • Amyrakunejo's Game Cabinet
  • Secret Project
  • "Crystal Crown" Devlog [RPG Maker MV]
  • Memory of the Fallen Leaves Demo 1.8 coming soon-ish
  • Delve into the Digital Embrace
  • Nira, the Experiment
  • Testing Blog
  • Loco's Loose Leaf Odyssey
  • CH2 - Afterword
  • Verdiløs Games
  • An it harm none do what ye will.
  • Eddsworld: Life After The End
  • Final Fantasy (Working Title)
  • Alva (not the skater)-A planet and world much like the one we know, or claim to...
  • The Freeman Gazette
  • Abby Freeman Makes A Game
  • Doin Stuff
  • My pointless thoughts
  • Loco's Odds and Ends

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL





Found 30 results

  1. Subclass Manager (Version 1.3.4) - Finished changing the way subclasses features are added to and removed from the main class. - Flexified learn_other_skills and forget_other_skills (still produces the same end result). - Added the ability to make your main class forget skills on class change. ULMaintain (Version 1.0) - Not needed if you don't have a MAINTAIN set to true and/or don't want to use Yanfly's Class Unlock Levels. Subclass Aftermath (Version 1.1.5) - Sadly, I can't use @param_plus like I originally hoped to, because there's no way to distinguish between class/other param_plus and subclass param_plus. However, I did change all the class_levels to compare_levels so it wouldn't return @level/@sub_level when determining level gain and MAINTAIN/MAINTAIN_SUB are set to true. #--------------------- (Almost) a parting word: the script that originally triggered my entry into the scripting world (Estriole's Subclass EXP Gain script) can be found here: http://www.rpgmakervxace.net/topic/6661-yea-class-script-addon-subclass-gain-exp/[/url] You'll find a very old version of the subclass manager script over there as well (v 1.1.4). #--------------------- Finally, my terms of use: - Free to use in any game, commercial or non-commercial - Credit would be extremely welcome, but not required - Don't repost these scripts elsewhere; come to me and I'll put 'em up if possible. And that's all, folks!
  2. AVGB;KBGaming

    Drawing EXP Gauge in Simple Status

    So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
  3. Hello! So, once again I'm in need for an Ace script Hopefully someone would fill this request, it's too important for me at the time. I'll try to explain simply; I'm requesting a script for VX Ace that simply overwrites the values of EXP (experience) needed for each level, and stores that EXP in a variable or something and level up the actors with a script call or something (of course, determined by the amount of EXP stored) - since default EXP controlling system is way too much complicated for me. I hope I'm not asking for two scripts at once, I really have no idea about that. Because both controlling and storing EXP are important for me, so if these two things are supposed to be separate scripts - please correct me here. What I'm trying to do basically: I want my leveling system to work like this > The actor have enough EXP to level up, but the actor won't level up (instead their EXP is stored, and the actor cannot gain more EXP until they level up themself) until they upgrade their equipment. (Upgrading their equipment levels them up) This is supposed to work separately for each actor and not the entire party. And the equipment of one actor is upgraded all at once. (it's not like weapon should be separately upgraded, and bodygear separately; everything in the equipment is upgraded all at once) The levels are 1-5. The max level is 5. And the amount of EXP needed for each level is supposed to be the same value (for example 100 EXP needed for each level up) Thank you if someone helps me find a solution to this! EDIT so the project I needed this script for is cancelled now, but still it would be awesome to have this script, it will be useful in other projects too.
  4. I've come up with a fairly ambitious idea for an RPG I'd like to design and potentially sell, but before I can get started, I need to make sure the combat system I have in mind is doable with this program. I'm pretty much a total newbie, and have only gotten the very basics of the program down so far, so with that in mind, here we go. The combat system I have in mind. Most enemies in the game do not fight to the death; some will flee or surrender at low health. First I want to make sure the nuances of that system are doable. Secondly, I also want the player to still gain EXP if the enemy flees or submits, or even if the player flees from battle, but it won't be as much as if they had merely killed the enemy. So far I know how to prompt the enemy to flee at low health, so that's a start. So here's what I'd like to know if it's possible, and how to go about it: 1) Gaining reduced EXP if either the enemy or the player flees or surrenders 2) Player is able to pursue an enemy on the map that has fled, and they retain their HP when they fled the battle. 3) Enemies on the map that have fled and have reduced HP move at a slower speed 4) Allow for dialogue choices during a battle (ex: enemy offers to surrender; player can accept and end the battle, or refuse and continue the battle)
  5. In RPG Maker, actors can receive exp by defeating enemies in battle. When all enemies are defeated, the victory processing will occur, and actors will receive exp from the battle. However, this means that if you were to escape before the battle was over, your actors would not receive any exp even if they defeated some enemies. This plugin changes the way exp is obtained. Instead of only on battle end, exp is received whenever you perform an action. For example, if an actor attacks an enemy, exp calculation will occur and if the actor earns exp from that attack, the actor will receive that exp immediately, and potentially level up on the spot. Action exp can also be obtained outside of battle, depending on the rules you have set up for your exp calculations. With this plugin, actors will be rewarded immediately for their actions, which provides you with some additional mechanics that you can use. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  6. Name: Enemy Exp Change Version: 1.0 Author: Mr. Trivel Created: 2016-02-16 What does it do? Changes how enemies give EXP. Now it's based on actor and enemy level. Screenshots: I'll pass. How to use: Use the following tag in map properties note field: <Level: [iNT]> - Set level for the enemy. All calculations are based on it. If not set, it'll be assumed as Level 1. <ChangeMode: [Flat/Percent] - Set a specific change type instead of default. <ChangeUp: [Number]> - Set a specific change of exp instead of default when Actor Level > Enemy Level <ChangeDown: [Number]> - Set a specific change of exp instead of default when Actor Level < Enemy Level Example: <Level: 57> <ChangeMode: Percent> <ChangeUp: 10> <ChangeDown: 5> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  7. I've been struggling trying to determine how much exp enemies and Bosses should be giving the player; using the default exp curve as a reference, does anyone have a good method on figuring out how much exp the player should get from enemies?
  8. In RPG Maker, when you defeat enemies in battle, everyone that's alive will receive some EXP. So for example, if you defeated a slime, and the slime is worth 100 EXP, then every party member that is alive will receive 100 EXP. If you had one member, that member would receive 100 EXP. If you had four members, then all four members would receive 100 EXP. However, this means there is no incentive to try to challenge yourself to have one party member solo the battle, because there's no difference whether you bring your entire party or not. This plugin changes the way EXP is rewarded. Instead of simply giving everyone the same amount of EXP, the total EXP is divided among all of the party members. For now, the EXP is divided equally, so if an enemy gives 100 EXP and you bring three other party members with you, then everyone will only receive 25. However, if you decided to solo the enemy yourself, you will get the full 100. More information and downloads available at HimeWorks
  9. Glasses

    Static EXP

    Author: Mr. Trivel Name: Static EXP Created: 2015-10-26 Version: 1.0 What does it do? Makes every level require same amount of EXP. Enemies give exp depending on actor level. How to use? Set parameters in Plugin Manager. And use tags for enemy note fields: <level: X> - Level of enemy. If no level noted assumes level 1. <custom_base_exp> - instead of using default base EXP Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  10. The reason I'm asking this is, if you've ever had characters approach or go past level 40, the exp table starts to get really odd due to the algorithms used to compute it. This has been the case since XP, to best of my knowledge (2k and 2k3 had a different way of handling it). After about level 32-35, you'll notice a significant slowdown in the extra experience needed to gain the next level, and by about level 40, even at the highest exp curves, the TNL only climbs by about ~1-2k per level. Now, in regular VX, the formula was easy enough to find and edit (although the actual results could be unpredictable, at best, without extensive testing), and in VX Ace, we've had several options, such as the exp table that I requested here several years ago, and Tsukihime's script that links to an Excel file, among others. Obviously, MV isn't out for another 8 days at this point, but do you think that it'd be relatively simple to construct the template for a table like it was for people in ACE?
  11. I don't have internet at home right now, and I have limited time in college on internet, so I apologise if this is an obvious solution: Question: Is it possible to make items and weapons have a multiplier for experience? ie. A ring gives you exp x 2, or a weapon gives x3 experience? Is it possible to do this in game, or is a script required? I was messing around with RPG Maker yesterday, but didn't find any methods. Thanks for any help! and sorry if it's an obvious solution..
  12. This tutorial shows how you can change the way EXP is presented to your actors. When you look at your status screen, the amount of EXP you current have is cumulative relative to level 0. Basically, whatever the value is right now is how much exp you have gained during the game. Now, for some devs, this doesn’t work. Instead, they don’t care about all of the exp from previous levels; they just want to know how much EXP the actor has right now. Background Suppose you have the following EXP table: Level 1 –> Level 2 requires 100 EXP Level 2 –> Level 3 requires 100 EXP So basically, every level only requires 100 EXP. Now, this doesn’t mean that once you have 100 EXP, you will suddenly jump from level 1 to level 3. By default, RPG Maker shows you this: So basically, if you JUST REACHED level 2 with no extra EXP, you must have already gained 100 EXP in order to actually reach Level 2. For those that don’t care about previous levels, you might want to show something like this: This is pretty clear: Hime is currently level 2, she has no EXP at the moment, and she needs 100 EXP to level up. What happens if you level down? Would the actor have negative EXP? Let’s say Hime lost 10 EXP Now, Hime drops down to level 1, and we can see that she needs 10 EXP to go back to level 2. This agrees with our EXP table. Implementation The implementation itself is actually quite simple. You can see it here. Basically, this is how the default status screen is written for displaying EXP: class Window_Status < Window_Selectable def draw_exp_info(x, y) s1 = @actor.max_level? ? "-------" : @actor.exp s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp s_next = sprintf(Vocab::ExpNext, Vocab::level) change_color(system_color) draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal) draw_text(x, y + line_height * 2, 180, line_height, s_next) change_color(normal_color) draw_text(x, y + line_height * 1, 180, line_height, s1, 2) draw_text(x, y + line_height * 3, 180, line_height, s2, 2) end end I simply have to change the first line to this s1 = @actor.max_level? ? "-------" : @actor.exp - @actor.exp_for_level(@actor.level) And we have effectively accomplished what we wanted to do. The trick here is to realize that an actor’s EXP is stored as a cumulative total, and if you want to know how much EXP the actor has received relative to the current level, all you need to do is subtract the total amount of EXP required to reach the current level from the current EXP. If you’re using the default status menu, simply insert this snippet in your project. If you’re using custom menus, just search for where EXP is displayed and add the subtraction. An important thing to note here is that we have not changed the way we are storing our EXP. All we are doing is changing how it is presented. Summary Changing the way EXP is displayed in your game is fairly easy. It’s just a matter of knowing what to use. Spread the Word If you liked the post and feel that others could benefit from it, consider tweeting it or sharing it on whichever social media channels that you use. You can also follow @HimeWorks on Twitter or like my Facebook page to get the latest updates or suggest topics that you would like to read about. I also create videos showcasing various RPG Maker techniques on my Youtube channel. (Originally posted at HimeWorks)
  13. JpotatO-TeamL2D

    [Resolved] Reset Experience on Level UP

    Hello, I go straight to my subject, i searched how to reset the exp of my actor but without reset the level too. for now i used a script call, when my actor gain one level, i change_exp and add a level after… but is not a really good solution, sometimes the level is reset instead of the use of the add one level call. This is the script call that i use for now, i use the Pearl ABS too and then need to use $game_party.members[id], i use only one actor then the id is 0 (zero). $game_party.members[0].change_exp(0, false) $game_party.members[0].level += 1 The best thing that i search is a simple snippet, a thing that save the current earned exp of the actor, certainly in a global variable? and when the actor level-up this variable is reset. well… i need to learn many things but sometimes i am stopped by this kind of things… like the moveto(x, y) that i can't make work to reposition the projectile Y position of the pearl abs (for working with custom resolution or pixel movement) I have found a script by Game_Guy too, it's for RMXP, but i can't adapt it too for now… here is it (i don't really know if this is the best method to share ruby too?): if any of you know a solution for reseting the current exp on level up, don't hesitate ! Thanks in advance. ; )
  14. At Game Start, I would like to have "Reserve Members' EXP" checked by Default Players may set a Game Mode at Game Start and change this Mode at any time during the Game (ie: easy, medium, hard level of difficulty) In a Common Event that changes Game Mode, I have a few different settings. One of the settings I would like to have is changing Reserve Members' EXP by: enable it for easy mode disable it for hard mode Additionally, I would like to set the % gained for Easy and Medium Mode to be different values SCRIPTED WITHIN THE COMMON EVENT (not hard coded into the Scripts page) What would the syntax be for this to occur? Thanks in advance
  15. Yoroiookami

    Very Short Script

    Hello. I'd like to ask if there is a way to make a variable that would check/change the % of experience the player has? For example, that variable = 20 would mean that player has 20% of his experience bar filled up. If so, please let me know how to do it. If not, I'd like a script that would allow me to do that. Also, is there a way to set every level to require 100 experience?
  16. TheGreenHorse

    Euphoria- Mood Gauge- How to tweak EXP

    I personally like euphoria's mood gauge. Get it on euphoria's blog. Euphoria has made several of its effects but not EXP and STATS and a lot more which need ideas (OF COURSE- There are endless possibilities) I'm not in grip of the battlemanager, so i was just not posting it as professionally as a add-on. And of course, remember it's non-commercial as Euphoria wants. So: Adding this snippet anywhere after Euphoria's mood gauge will make it effect your EXP gaining at the end of the battle. def BattleManager.gain_exp $game_party.all_members.each do |actor| actor.gain_exp($game_troop.exp_total*(actor.mood/50)) end wait_for_message end More than 50% mood? Get extra exp according to your mood! And less than 50%, get less. And i've already taken consent from euphoria for this post. That's all!
  17. Tsukihime

    Exp Tables

    This script allows you to manage your EXP tables using external tools such as spreadsheet programs or text editors. There are two ways to manage EXP: Actor EXP tables, and Class EXP tables. All data is stored in external files so you can easily transfer them between games. Get it at Hime Works!
  18. I wanting to make an item that makes 2X exp and money BUT i can't seem to get it into the item, help?
  19. Hello everyone. I've been changing some things in Yanfly's Party System to set the things I don't want to use in my game (like the Party Menu), also, I don't want the game to reserve EXP to other party members. What number do I have to put in this part to impede the script of reserving EXP to party members? Click the Show spoiler button to see the screenshot: Is the number that I used right or do I have to put 0.00 or something like that?
  20. AngryPacman

    PAC Main Menu Ace

    PAC Main Menu 1.1 Pacman Introduction This is the PAC Main Menu converted to VX Ace. On a basic level, this offers a configurable setup for your main menu, allowing the user to create, alter and move the position of menu commands at their pleasure. It can be used very simply to merely reorder the default commands, or to its' fullest potential, that is creating commands to put custom scenes into the menu. It also offers two graphical features: adding an EXP gauge into the menu status window, and adding icons into the command display. Both are optional and customizable. Features Easily customize and move about the commands in the menu. You can even create your own! You can rename commands, change what they do (why would you want to though), and change the conditions required to use it. Icons for commands are now implemented in the menu. Optional, naturally. An EXP gauge is included in the actors' window. It may look out of place, but I wasn't sure where else to put it. It is, of course, optional. A map name window and a playtime window are included in the script. They are completely optional. As is the gold window now. The menu now remembers which command you were last on at all times, even after saving. The menu now immediately goes to actor selection if the command you just came from required actor selection. You can assign a button to heal the party when it is pressed in the menu during test play. You can choose to have the side windows on the left or right. Screenshots Here we see the menu being AWESOME. How to Use Paste above Main, below Materials. For best compatibility put it at the top of your custom scripts list. There are detailed configuration instructions in the script header. If you have any inquiries, please ask me. Demo I don't think it's very necessary. There are no in-game options, and the script itself is a demo. Script Get it at Pastebin. FAQ None yet. Ask something! Credit and Thanks - Pacman - Want to be thanked? Suggest something, I might do it, put your name here and you might get a warm fuzzy feeling! Author's Notes My favourite note this week is the D above middle C (293.665 Hz), and my favourite synthetic tone is a sine wave. Also, I guess, considering compatibility, if you expect this to work with another menu system, do not expect that. And my terms of use: You may use this script in any non-commercial project with credit. Contact me if you wish to use this in a commercial project. You may edit this script and use it in your own project, or even release it as your own script, as long as I am credited (being notified would also be nice).
  21. ty66kill

    stat can affect exp gain bonus?

    i think that basic "mdf" have low existence.. so ,i want call mdf's name "erudition" and mdf affect "exp gain bonus↗" exemple anna have 0 mdf anna 's next exp level 1 : 50 anna 's next exp level 2 : 60 anna 's next exp level 3 : 70 anna 's next exp level 4 : 80 . . . tom have 10 mdf tom 's next exp level 1 : 40 tom 's next exp level 2 : 50 tom 's next exp level 3 : 60 tom 's next exp level 4 : 70 tom can level up more earlyer than anna . . . do you know any script link?
  22. johnnyistheman

    Random Gold and Exp From Enemies!

    Greetings! For those people who have been helping me on this forum in the past, I once again want to thank you guys and let you guys know you will all be credited in my game. Now, back to the main issue: Is there a script that allows random gold drops and exp from enemies? I've been searching through the web and most of them are random items, chest, but NO random gold or exp. Thanks!
  23. I just playtested my game. I start with 4 party members, who travel to the first town, and should gain about 800 EXP on the way. At the first town, one of them leaves, and four more are added. The new group of 7 then travels to the second town, gaining more EXP. The problem is, when they arrive in the second town, the original three members have 2601 EXP each, but the 4 new ones have 2561 each, just 40 less than the others. This doesn't seem to add up right. Can somebody explain what might be wrong? I want the new party members to start at 0 EXP and earn their way up the ranks.
  24. Better experience script (Better exp script) Hello everyone! I want to show you my little script for ace. (it's my first script ) With this script you can change the exp curve for classes or actors. How it works: Script: Errors: Others: Terms of use: - free to use in every comercial and non-comercial project. - you can modify this script, but please release these modification to others. - enjoy it I hope this script will help you!! sry for my bad english.
  25. The default system assumes all actors gain the same amount of base exp from the troop, and does not provide any support for additional exp modifiers such as level difference. This script changes the exp gained from battle to consider each actor separately, and provides core functionality for any scripts that would like to define new exp modifiers. Exp in this system is still rewarded the same way: each actor receives the same “base expâ€, which is the exp value that you set for the enemy in the database. Exp modifiers are then applied to this “base expâ€, resulting in the final exp that will be displayed on the screen. Note that the “exr†feature is calculated as an exp modifier as well, so the value you see on the screen is the total exp your actors receive. Get it at Hime Works!