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[Done for V0.38] Experience awards
Posted: Thu Apr 06, 2006 5:30 am
by TheMormegil
Could we have a facility to award experience to characters/party?
I think it would be a good reward for finding secret areas or completing important tasks and it would allow the creation of dungeons where the monotony of training isn't needed so much.
I tried creating an experience potion but it doesn't work.
Possible ways to do it would be to let an experience potion work or have a damager of type 'experience'.
Of course you could also give experience penalties to be really nasty

Posted: Thu Apr 06, 2006 8:53 am
by beowuuf
Yes, just away to mention this second one. I still retain in this age of training that nothing nastier than an experience drainer monster. You can suck up all the hp you want, but something that can knock you back to a neowphyte is scary
As long as experience draining mechanics took into account the same random function for losing points - maybe harsher so you did lose something to these penalties over time, you couldn't just reduce yourself back down, then get back up with more points!
Posted: Fri Apr 07, 2006 12:02 am
by Mac Addict
Yeah, I like this idea... It presents the possibility of creating true "cursed" items as well.
Posted: Wed May 03, 2006 12:51 am
by TheMormegil
*Bump*
Can't be done atm,
A couple of good examples for its use.
Would it be a lot of work?
Posted: Wed May 03, 2006 1:04 am
by Lunever
You should have an XP current and maximum value for this like for any other stat too. That way XP potions could be used to heal XP damage. And as long as the dungeon designer doesn't include a spell to create them they will be a limited and valuable ressource.
Posted: Thu May 11, 2006 5:28 pm
by George Gilbert
Done for V0.38
There's now new actions (principally designed for use by monsters in attack methods, but could be used by a floor trigger / potion etc equally well) for draining experience. With a negative strength, experience will be gained.
One word of warning, unlike the other actions, the action strength for these actions is a percentage of the level, not an absolute value of the experience. For example, a strength of 100 will change the experience by 1 level, 200 will give a change of 2 levels etc. This is required because of the exponential way in which experience is assigned, but I also hope is actually a more intuative way for it to work!
Posted: Thu May 11, 2006 5:46 pm
by TheMormegil
Excellent
I think the percentage way sounds like the best way to do it.
Is there now a 'xxx lost a fighter level' routine?
Would a two level gain/loss trigger two gains/losses?
Posted: Thu May 11, 2006 6:00 pm
by George Gilbert
TheMormegil wrote:Is there now a 'xxx lost a fighter level' routine?
Would a two level gain/loss trigger two gains/losses?
Yes (to both).
BTW - when you lose a level, your stats also decrement by the same amount (on average) as they would increment had you gained that level. That way you can't "cheat" by deliberately losing levels and then re-training back up again.
Posted: Thu May 11, 2006 6:27 pm
by beowuuf
Lol, I hate players, so personalyl i would have had the stat decrement be actualyl the maximum loss, so therefore losing levels/life actually meant soemthing evil and permentant and you certainly wouldn't chance your arm on genetic modding...but I hate players, and in general it would have made for less fun games : )