- Joined
- Mar 23, 2015
- Messages
- 142
- Reaction score
- 87
- First Language
- English
- Primarily Uses
- RMMV
So I've been working on a skill system that's akin to the original Grandia system, but I've hit a bit of a snag. In it, you unlock elements and the basic level 1 spells connected to them by trading in items called Mana Eggs. Then as you use that element, you'll gain proficiency experience, and the elements will level up at a certain point (100EXP), unlocking newer stronger spells when you reach certain levels.
I've managed to get that part done (though in a slightly convoluted way) using variables and common events placed in the spells, but I'm having trouble with properly balancing the exp you receive. Currently its set so that all spells of the element give the same amount of EXP regardless of its strength, but I want to set it up where weaker spells will give less exp based on the level of the element being used (For example, at Fire level 1, Fireball will give 10EXP, but at Fire level 10 it only gives 3EXP), thereby forcing the player to rely on their more powerful spells to train rather than just spamming the weaker, low MP spells and getting the same benefit from it.
Current setup is something like this
I'd like to be able to change the first Control Variable to an Operand Script formula to something along the lines of (Base Spell EXP / v[2] + 1), with Base Spell EXP be set via notetags in the Skills tab, v[2] being the element's level, and +1 being in case it ignores decimal points and goes immediately to 0 rather than rounding up in the event that the v[2] is higher than the base exp.
I'm assuming this would require a plugin, hence why I'm posting it here rather than in the Maker Support, but if you know how to do it without a plugin I'm all ears.
I've managed to get that part done (though in a slightly convoluted way) using variables and common events placed in the spells, but I'm having trouble with properly balancing the exp you receive. Currently its set so that all spells of the element give the same amount of EXP regardless of its strength, but I want to set it up where weaker spells will give less exp based on the level of the element being used (For example, at Fire level 1, Fireball will give 10EXP, but at Fire level 10 it only gives 3EXP), thereby forcing the player to rely on their more powerful spells to train rather than just spamming the weaker, low MP spells and getting the same benefit from it.
Current setup is something like this
I'd like to be able to change the first Control Variable to an Operand Script formula to something along the lines of (Base Spell EXP / v[2] + 1), with Base Spell EXP be set via notetags in the Skills tab, v[2] being the element's level, and +1 being in case it ignores decimal points and goes immediately to 0 rather than rounding up in the event that the v[2] is higher than the base exp.
I'm assuming this would require a plugin, hence why I'm posting it here rather than in the Maker Support, but if you know how to do it without a plugin I'm all ears.
Last edited by a moderator:

