A downloadable RPG Maker Plugin

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Introduction

After setting an experience value for the enemy, this enemy will give that same amount of experience, and there is no way to change that.
This plugin aims to implement a system where the actor will gain experience according to the difference in level between him and the enemy. No enemy-level plugin is required.

Features

Adds a new method of obtaining experience according to the actor's level.

How to use

There are two ways for this plugin to work. You can choose the way you prefer via plugin parameters:

Basic

• Actors with the same level or below as the enemy will gain the experience defined in the database.

• Actors with a level above the enemy will not gain experience according to the level difference.

Dynamic

• Actors with a level below the enemy will gain an experience bonus according to the level difference.

• Actors with the same level as the enemy will gain the experience defined in the database.

• Actors with a level above the enemy will not gain experience according to the level difference.

The experience loss or gain is defined on the plugin parameter by % values.

See the example below where an enemy has 100 Exp defined in the database:

Percentage in the parameters = 10%.

• Enemy level 5 → 100 Exp

• Actor level 3 → You are two levels below the enemy. So you will gain 20% extra experience that this enemy would give. In this case, you would earn 120 instead of 100.

• Actor level 5 → You are on the same level. Will get 100 Exp (100%)

• Actor level 7 → You are two levels above the enemy. So you will lose 20% experience that this enemy would give. In this case, you would get 80 instead of 100.

You can set the level of enemies with the following note:

• <EnLevel: 10>

Or if you want to change the value during the game:

• <EnLevel: \v[id]>

If you don't set a level for the enemy, it will always give full exp.

Also, you can customize it even further if you set a note tag on the class note field:

<ExpByLevelPlus: number>

If none is set, it will be 0.

This is useful if you have some kind of system that lets the actor gain less exp when killing an enemy, even if the actor itself is on a lower level, but in a different class.

Let's see another example:

• Enemy level 5 → 100 Exp

• Actor level 1 & <ExpByLevelPlus: 2> (1 + 2 = 3) → Two levels below.

• Actor level 3 & <ExpByLevelPlus: 0> (5 + 0 = 5) → Same level.

• Actor level 5 & <ExpByLevelPlus: 2> (5 + 2 = 7) → Two levels above.

NOTE¹: If you are using Eli Enemy Class, you can ignore these note tags as they will take the ones from the Enemy Class Plugin(Except the ExpByLevelPlus. That, regarding the actor, will work with or without the enemy class. But to work with the enemy, you need the class enemy plugin).

NOTE²: All notes are case-sensitive.

Update Log

Terms of use 5.0.0 and higher

Terms of use(Old)


Download

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Click download now to get access to the following files:

MZ - Exp By Level 5.0.0 2 kB
MV - Exp By Level 5.0.0 2 kB
MV - ExpByLevel 1.0.1 2 kB
MZ - ExpByLevel 3.1.0 3 kB

Development log

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Comments

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Hello, this plugin seems to have some issues with Visustella's victory aftermath(MZ) plugin. The victory aftermath plugin still thinks you gain full exp when your script reduces the exp gain to zero. Victory aftermath shows the exp gain and levels the character as normal, and then your plugin instantly corrects it, taking away the levels shown.

Is it possible to have the exp reduction happen before it is shown in the aftermath so the exp bar doesn't jumb back and forth?

Hi there!

I don't think it's currently possible, because my plugins overwrite two functions related to experience in the battle. I'm about to rewrite it, so maybe the next version will work.

Thanks for the quick reply :)
Ill keep an eye out for that update.

(1 edit)

This is something else! I've always wanted to recreate a "Paper Mario" exp system, with static level up values and lower levelled enemies that give very low amount of exp.

Great work! <3

(+1)

Thank you! Glad you liked! :)