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Babyboy


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Joined: 11 Jun 2003
Posts: 499

Posted: 12 Jan 2006 12:58:42 pm    Post subject:

Ok, what i need is an experience curve, and all the rest of the stats stuff, is there an equasion for this? like, i need something for experience gained, experience needed increase and how much stronger the enemys should be





((((((FF is almost ready for a release!!! the enemys are coming!)))))))))
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elfprince13
Retired


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Joined: 11 Apr 2005
Posts: 3500

Posted: 12 Jan 2006 01:20:56 pm    Post subject:

http://arianne.sourceforge.net/wiki/index....ence_and_levels

this might be helpful
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Babyboy


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Joined: 11 Jun 2003
Posts: 499

Posted: 12 Jan 2006 01:59:41 pm    Post subject:

yes, yes it does
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Vinthian
formerly known as shortround4271


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Joined: 24 May 2005
Posts: 258

Posted: 12 Jan 2006 03:12:50 pm    Post subject:

experience curves aren't too difficult, you can do soemthing like 1.25X where X is the level, and calculate the experience needed with antoher variable.
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elfprince13
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Posted: 12 Jan 2006 04:15:04 pm    Post subject:

but then it wouldn't be a curve..
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DigiTan
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Posted: 12 Jan 2006 05:13:55 pm    Post subject:

For Robot War, the exp requirement was always the square of your current level. So going from LEVEL 2->3 required 4 exp; LEVEL 3->4 required 9 exp; LEVEL 4->5 required 16, and so on. It could just as well be linear, but an exponential curves make it harder to level-up off of low-level toadies, and actually make the game a little easier to balance, IMHO.

Basically, once you've decided your exp curve, you need to decide how long you want the gamer to stay in that area (20 battles? 100 battles?). That tells you how much the exp reward per battle should be. Once you've decided that, then you program the enemy difficulty. That was a lot trickier than I expected, and eventually a started Excel spreadsheets to help set enemy levels.


Last edited by Guest on 12 Jan 2006 05:18:47 pm; edited 1 time in total
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Liazon
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Posted: 12 Jan 2006 06:05:07 pm    Post subject:

What about passive exp stuffs?
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DigiTan
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Posted: 12 Jan 2006 08:00:10 pm    Post subject:

That part's up to your imagination. There aren't any calc RPG's that I know of that use reward-based promotions, so I'd suspect you'd be the first to do it.
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Liazon
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Posted: 12 Jan 2006 10:17:39 pm    Post subject:

No, I plan to make individual attacks and options have their power increase the more you use it. I'm just wondering if I should curve. Even if I did curve it, people willing to put in the time might just constantly use one technique to max it out. Fortunately, I plan to make attack type key, that ways you can't always beat the game using just one attack.
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Vinthian
formerly known as shortround4271


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Joined: 24 May 2005
Posts: 258

Posted: 12 Jan 2006 10:41:53 pm    Post subject:

elfprince13 wrote:
but then it wouldn't be a curve..
[post="66730"]<{POST_SNAPBACK}>[/post]


then do X^1.5 or something =/
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DigiTan
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Posted: 12 Jan 2006 10:43:37 pm    Post subject:

Yeah, that's what I mean. I guess if you wanted to discourage stacking up on one skill you could add in some kind of "stale moves" penalty. If you really wanted to go all-out, you could the monsters get wise to that strategy and use a counter move to stop it.
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Liazon
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Posted: 12 Jan 2006 10:59:45 pm    Post subject:

Is making some monsters immune too challenging or stupid?
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DigiTan
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Posted: 12 Jan 2006 11:07:14 pm    Post subject:

Not at all, it just depends on how the rest of the game is balanced and a lot of other factors. It's really something only you the developer (and maybe the beta guys) can decide. It sort of comes from your gut instinct.

Last edited by Guest on 12 Jan 2006 11:08:19 pm; edited 1 time in total
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Babyboy


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Joined: 11 Jun 2003
Posts: 499

Posted: 14 Jan 2006 11:39:22 pm    Post subject:

i like the squared idea, that would be easy to work into the other areas, thanks!

making monsters "smart" like that has never ben done, that would be a great advancement in RPG AI.
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Liazon
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Posted: 14 Jan 2006 11:56:16 pm    Post subject:

I haven't evenstarted figuring out how to do squares in ASM. Probably some routine with a series of loops and counters.
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leofox
INF student


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Posted: 15 Jan 2006 05:59:04 am    Post subject:

calcul831415 wrote:
I haven't evenstarted figuring out how to do squares in ASM.  Probably some routine with a series of loops and counters.
[post="66913"]<{POST_SNAPBACK}>[/post]
Just use someone else's multiplication routine, and load the same number in.

What i used in some old version of destiny realm was 100*lvl^2 for the next level. The experience you got for defeating an enemy was strength+HP. It was amazingly balance for something so random Razz.

Of course, you can change the 100 if your enemies have relatively high strength and hp.
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Liazon
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Posted: 15 Jan 2006 02:06:10 pm    Post subject:

I've never tried d20's level up system for any of my programs. D20 is current level times 1000 for EXP needed to get to next level. I just don't like big numbers, which is why I'll just use passive for each skill. Probably a 2 byte counter and a byte for the skill's actual level
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Babyboy


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Joined: 11 Jun 2003
Posts: 499

Posted: 15 Jan 2006 07:03:46 pm    Post subject:

ok, i went with the squared of the current level for experience needed.
i went with enemyhp+enemyattack-enemy defence-a Random number of -2to+2.
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ISUCK


Newbie


Joined: 09 Feb 2004
Posts: 41

Posted: 16 Jan 2006 10:44:15 pm    Post subject:

EDIT: Well I jsut realized you decided on a curve... dang... Oh well -.-

I have a fairly decent way. Basically all you n eed is a ti-83+ calc (but u already ahave that don't u ? Smile) and ur brain... wow I'm good huh Dry

I didn't know if I wanted to post this cause it was kinda weird, but what the hey eh?

Ok, basically you need to have something like this in mind:

Level 1 EXP Required :20
LVL 2 EXP Required: 32
LVL 3 EXP Required: 50
LVL 4 EXP Required: 76
LVL 5 EXP Required: 120
LVL 6 EXP Required: 182
LVL 7 EXP Required: 265
LVL 8 EXP Required: 372

Edit: this is what the screen'll look like:


Code:
L1          |L2         |L3
-------------------------
1            |20         | _ _ _
2            |32         |
3            |50         |
4            |76         |
5            |120       |
6            |182       |
7            |265       |
8            |372       |


... And so on. Basically you map out the first few levels depending on the game. Now press the following keys on your calc (this'll lead to the list editing thing)

Code:
STAT, Enter


ok, now you should put the level on L1 and the exp required on L2, make sure that the right EXP is next to the Right LVL.

OK, now press graph, and activate plot 1 (so it's highlighted). From my following example, I used Xmin-Xmax 0-10 and Ymin-Ymax 0-500

Now if you hit graph, you'll see a little curve start to go... but you want a equation for this curve you say?

Go to the homescreen, now press:

Code:
Stat, right, up, up, up

You should now be at pwrreg, either that or expreg, either is fine for what we're doing. If you can't find it, just catalog it. Press enter once that command is on the homescreen, and you'll find something like this:

Quote:
PwrReg
y=ax^b
A=14.02702435
B=1.420747248


Now, this is basically your exp curve equation! if you plug it in to the graphscreen, you'll see that if you turn ur data into some nice numbers like y=14x^1.4, it won't exactly fit the points curve, but it'll be pretty close. You can try to experiment with this by editing the exp needed in L2 to find what you really want.


Last edited by Guest on 16 Jan 2006 10:49:43 pm; edited 1 time in total
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Babyboy


Advanced Member


Joined: 11 Jun 2003
Posts: 499

Posted: 24 Jan 2006 07:46:42 pm    Post subject:

wow, that is indepth! i will work the exp required into it, i love that one. would like to say that i have finally released, no, not released, more like pushed out a steaming turd of my dream of an RPG. this umm... kinda works. It does have features though! such great things as automatic saving, moving, going in doors, buying things, and (OMG) killing and gaining levels! (sarcasmic WOO HOO). i think this game can be chalked up to an idea farm, the best way to utilize this game would be to pull some of the routines out and use them in a real game, there is nothing i would like more than to see some of my code in a real game. (seriously)

thankyou for sticking with me for the last 5 years, please get something out of this time!


The Beta


Last edited by Guest on 24 Jan 2006 10:02:41 pm; edited 1 time in total
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