Is there a way to prevent the gain of EXP?

Lord Roy

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I'm trying to create either an item or a mode that prevents you from getting EXP. I got the idea from Kingdom Heart Critical Mode lv1 runs. So is there any way I can do that?
 

Sakurra

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Maybe applying a condition or using a script I would guess.
 

Tai_MT

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Couple ways. Create monsters that are 0 XP for your "mode". Or, create items that are unequipable with the Sp-Parameter of EXR at 0%. Whomever it's equipped on will never get XP so long as it cannot be unequipped.
 

Shaz

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@Tai_MT could you use a state for that rather than a piece of equipment?
 

Tai_MT

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@Tai_MT could you use a state for that rather than a piece of equipment?

That's probably a better idea. Just make sure the state couldn't be healed at all, and don't create an icon for it or anything if you don't want it. Just create "Hard Mode" state, apply it on starting up the game and each time you get a new party member. You can easily make the state incurable by not having Inns and such remove it (or maybe applying it again after the Inn removes it). Just have "Sp-Parameter EXR 0%".

Much simpler than my ideas!
 

BadMinotaur

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Doesn't RPG Maker's default behavior remove all states upon death? That might be something to take into consideration if it's a party-based battle system. It wouldn't be too hard to work around, just add the "Hard Mode" state to any resurrection items.
 

CleanWater

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Parallel Process Common Event - Change Character EXP - Set to 0. Is there any commands similar to this on VX Ace?
 

Uzuki

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You could use Moogle X's Traits Extension plugin that has an option to inflict the state and keep it on or Yanfly's Passive state plugin that doe's the same thing.
 

Kes

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Personally I'd go the Yanfly Passive State route - it takes care of death, inns, etc. so that you don't have to re-apply it. Infinitely preferable to having a parallel process common event.
 

Harosata

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I did something similar for my game, though it's more of a mode than an item.

Code:
class Game_Enemy < Game_Battler
  def exp
    if $game_switches[NOEXP]
      return 0
    else
      enemy.exp
    end
  end
end

Alternatively, you could create two common events: one that turns a switch on/off depending on the state of the switch, and another that parallel processes if that switch is on; the second common event puts that 0% exp on the whole party or every individual. Then you create an item that runs the common event to turn the switch on. You could also try Himework's Common Event Equip with this if you want Final Fantasy 15's Nixperience Band.

Also, when you turn the switch off, you might also want to remove the state there too.
 
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