# Default experience calculation in RPGM VXA...

#### Indah_F

##### Impossible...! Hi, I can't find the formula of the default exp curve...

Can anyone explain to me what is the relation of these data below:
Base Value - 30
Extra Value - 20
Acceleration A - 30
Acceleration B - 30

That made up a chart of:
Lv1: 0, Lv2: 50, Lv3: 162, Lv4: 366, Lv5: 695, Lv6: 1180, etc...

I can't find any correct formula for this data nor the sequence but from Lv1 to Lv2, which is simple calculation of Base Value + Extra Value (probably, multiplied by level), but from Lv2 to Lv3 and beyond are just lost to me...

Thanks in advance... #### Shaz

##### Veteran MV uses this formula:

Code:
``````Game_Actor.prototype.expForLevel = function(level) {
var c = this.currentClass();
var basis = c.expParams;
var extra = c.expParams;
var acc_a = c.expParams;
var acc_b = c.expParams;
return Math.round(basis*(Math.pow(level-1, 0.9+acc_a/250))*level*
(level+1)/(6+Math.pow(level,2)/50/acc_b)+(level-1)*extra);
};``````
Ace appears to just use a table with values for each level - I suspect that means the values are calculated in the editor in Ace and saved as an array, but in the core scripts in MV (and probably the editor as well, for the purpose of displaying it).

I am working on the assumption that the two do the same calculation, as the majority of MV functions are just javascript ports of the Ace logic.

Edit: Nope, I was wrong. Ace also has it in the scripts, but in the RPG::Class module rather than the Game_Actor class like MV has:

Code:
``````  def exp_for_level(level)
lv = level.to_f
basis = @exp_params.to_f
extra = @exp_params.to_f
acc_a = @exp_params.to_f
acc_b = @exp_params.to_f
return (basis*((lv-1)**(0.9+acc_a/250))*lv*(lv+1)/
(6+lv**2/50/acc_b)+(lv-1)*extra).round.to_i
end``````

Last edited:
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