Double EXP, Gold, and Item drop Accessory.

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Ragpuppy87

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I'm having issues creating an accessory that when worn by a single party member, would double EXP, and Gold and Item drops from battle for the entire party.

I have a common event that runs a conditional branch to see if a party member is wearing said accessory.
If they are then I add a state called "EXP +" to the entire party, which would add the special parameter EXR *200% and add the Party Abilities of Gold Double and Drop Item Double.

But when I test it, only the wearer gets the EXP boost, and Gold and Item drops aren't even affected.

Could someone please explain where my mistake was and perhaps offer a solution?

Thanks.

EDIT: I have confirmed that Double Gold drop is working correctly.
However items are unaffected and the double EXP still only goes to the wearer.

EDIT: The double EXP is also working. However it Quadruples EXP for the wearer.
 
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gstv87

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I have a common event
I would add that within the drop calculation routine, since it can be considered a feature of your game.
as it is right now, it's an add-on..... you should modify it to be intrinsic to the game.

I believe the error comes at the moment of adding the state. It might be happening *after* the game has decided how much XP to give to each party member.
 

ShadowDragon

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also, show the state, common event and trait and possible fll code used of your event, this way
its easier to reconize where you did go wrong.
 

Ragpuppy87

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also, show the state, common event and trait and possible fll code used of your event, this way
its easier to reconize where you did go wrong.
Common Event.png State.png

I can't help but feel the answer is incredibly obvious... but it eludes me.
 

Andar

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EDIT: The double EXP is also working. However it Quadruples EXP for the wearer.
that is because the wearer not only gets the state, but also the additional doubling of XP that you set in the equipment features.

ALL parameter features are mathematically connected, either + or * depending on the exact parameter. Since the wearer gets two times *200% that of course results in *400%.

Additionally, please add a (wait 30) to your parallel process - without a wait, it is processed sixty times per second and that adds to lag. two times per second should be enough for the exp bonus

third, I suggest you remove the else-branches from all three conditional branches of the common event. You don't need them, so the event is better readable without them (it's a checkbox in the bottom of the conditional window)
 

Ragpuppy87

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that is because the wearer not only gets the state, but also the additional doubling of XP that you set in the equipment features.
That's the thing. As far as I know The Lucky Talisman does nothing on its own.
Lucky Talisman.png


Once the player obtains it, I set a switch to on. That switch being the one that activates the Common event to check if any of my
members are wearing it. If they are the state is applied to the entire party.

EDIT: I managed to get everything working properly except for the double item drop
feature. In any case I'm calling it good enough as I realized a double item drop on top of everything else would throw off the balance of the game.

Thank you everyone for your help.
 
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Kes

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[closed]IgnoreMe[/closed]
 
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