Page 1 of 1

experience increases

Posted: Thu Jun 22, 2006 7:19 pm
by Chaos Awakes
I want to create a potion which, when drunk, increases a characters fighter experience.

I've cloned a VI potion and used the CONVERT_CONSUME tab to specify the action ACTION_GAIN_EXPERIENCE_FIGHTER.

But how do I tell it how many experience points to give, or how many levels to increase, etc. I assume I put something in "strength", but what?

Posted: Thu Jun 22, 2006 7:24 pm
by George Gilbert
A strength of 100 equates to 100% of a level...

Posted: Thu Jun 22, 2006 7:37 pm
by Chaos Awakes
Cool, that was easy. So there's no way of using an absolute value then - I mean, it seems odd that the same potion would increase an expert to a LO master and also a MON master to an archmaster which presumably needs a lot more experience...

Posted: Thu Jun 22, 2006 8:39 pm
by TheMormegil
You could construct a complex series of conditional relays that test the current level of the consumer and reduce the percentage accordingly.
Alternatively you could not bother and let the player hoard them until they want to use them for maximum benefit.

Posted: Thu Jun 22, 2006 8:46 pm
by beowuuf
That absolute would actually be a nice addition, so you could give an absolute bonus for solving a puzzle - a beginnign party would get a huge bost, an expert party should know these thigns so it's just a drop in the ocean

You could of course have the relays too...if fighter level is x then use y percetage. Seems messy but doable

Posted: Thu Jun 22, 2006 11:56 pm
by Chaos Awakes
That's what I am wishing to do, Beo. My dungeon has "quests" which are given to you - clean out my house of rats, sort of thing - and when you come back you get given a potion that gives you experience for completing the quest. Obviously, I would like a quest to be worth a certain amount of experience. I guess both ways have their advantages.

Posted: Sat Jun 24, 2006 4:40 pm
by TheMormegil
This isn't too difficult. I tried it out and you can do it by cloning a relay (e.g. wallitem_relay_f_exp) and then putting it on a square with an action_gain_experience_fighter. Set the relay to a delay of 1.Copy and paste the pair 14 times Then set the relays to test member_fighter 0-14 and set the actions to the percentage you want. To always give 1000 experience the gains would be 100, 100, 50, 25, etc
Then have your potion to on consume do action_object_activate your new relay. When the potion is drunk it will activate all the relays but only the one where the level matches will trigger the action. The delay 1 is needed because if it all happens instantly more than one can be triggered.

Posted: Sat Jun 24, 2006 7:00 pm
by Sophia
More than one can be triggered if you're checking them in ascending order: The relay checks for level 1. You're level 1. Ok, give EXP. You've just been promoted to level 2. Now the next relay checks for level 2... etc.

Check for level 14 first, and then count down, and this won't happen.

Posted: Sat Jun 24, 2006 8:32 pm
by TheMormegil
Doing it that way you would have to use one relay_f_exp and the rest normal relays and have them daisy chain each other. You could eliminate the delay but it takes a few more mouse clicks to set it up.
I'm sure you will correct me if I am wrong :wink:

Posted: Sun Jun 25, 2006 2:20 am
by beowuuf
One small problem is surely this is still not fully absolute - so the difference between a level 14.0 and 14.9 say is still quite large?

Posted: Sun Jun 25, 2006 3:56 am
by Daecon
How is experience determined anyway? How many "points" is each level worth and how many points do you get for certain types of actions?

Posted: Sun Jun 25, 2006 7:22 am
by beowuuf
*cough encyclopaedia cough*