Advertisement
Dekita

$D13x - Expert Exp Control

Nov 18th, 2013
1,391
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 49.33 KB | None | 0 0
  1. if true # << Make true to use this script, false to disable.
  2. #===============================================================================
  3. #
  4. # ☆ $D13x - Expert Exp Control
  5. # -- Author : Dekita
  6. # -- Version : 1.2
  7. # -- Level : Normal
  8. # -- Requires : N/A
  9. # -- Engine : RPG Maker VX Ace.
  10. #
  11. #===============================================================================
  12. # ☆ Import
  13. #-------------------------------------------------------------------------------
  14. $D13x={}if$D13x==nil
  15. $D13x[:Expert_Exp]=true
  16. #===============================================================================
  17. # ☆ Updates
  18. #-------------------------------------------------------------------------------
  19. # D /M /Y
  20. # 12/11/2o13 - Added Formula Requirement,
  21. # 11/11/2o13 - Fixed some typo's and bugs,
  22. # o4/11/2o13 - Finished,
  23. # 28/1o/2o13 - Started.
  24. #
  25. #===============================================================================
  26. # ☆ Introduction
  27. #-------------------------------------------------------------------------------
  28. # This script completely changes the way exp is handled in game.
  29. # You can now gain exp per battle, attack, guard, skill / item used, based on
  30. # FULLY customizable formulas.
  31. # Each item/skill can also give additional exp when used, again using formulas.
  32. #
  33. # The Party now has its own Exp Rate, default is 1.0. This can be changed via
  34. # script calls only. This gives the ability to reduce all party members exp
  35. # rates at once.
  36. #
  37. # The Map now also has its own unique Exp Rate, defalt is 1.0. This is set using
  38. # notetags, this provides the ability to have secret caves/areas that have a
  39. # boosted exp gain rate.
  40. #
  41. # You can also now have items or skills that when used, increase the actors
  42. # exp rate by [x] for [y] amount of battles.
  43. #
  44. # As well as the above features, you now have complete control over the
  45. # requirements for each level. you can either have a fixed value for [x] level,
  46. # an exp curve (without database limitations) or you can opt for a fully
  47. # customisable formula to determine the required exp.
  48. #
  49. #===============================================================================
  50. # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
  51. #===============================================================================
  52. # 1. You MUST give credit to "Dekita" !!
  53. # 2. You are NOT allowed to repost this script.(or modified versions)
  54. # 3. You are NOT allowed to convert this script.
  55. # 4. You are NOT allowed to use this script for Commercial games.
  56. # 5. ENJOY!
  57. #
  58. # "FINE PRINT"
  59. # By using this script you hereby agree to the above terms and conditions,
  60. # if any violation of the above terms occurs "legal action" may be taken.
  61. # Not understanding the above terms and conditions does NOT mean that
  62. # they do not apply to you.
  63. # If you wish to discuss the terms and conditions in further detail you can
  64. # contact me at http://dekitarpg.wordpress.com/
  65. #
  66. #===============================================================================
  67. # ☆ Instructions
  68. #-------------------------------------------------------------------------------
  69. # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
  70. #
  71. #===============================================================================
  72. # ☆ Script Calls
  73. #-------------------------------------------------------------------------------
  74. # $game_party.add_exp_ratio(value)
  75. # $game_party.sub_exp_ratio(value)
  76. # $game_party.div_exp_ratio(value)
  77. # $game_party.mul_exp_ratio(value)
  78. # $game_party.mod_exp_ratio(value)
  79. # $game_party.add_exp_ratio(value, ref)
  80. # $game_party.sub_exp_ratio(value, ref)
  81. # $game_party.div_exp_ratio(value, ref)
  82. # $game_party.mul_exp_ratio(value, ref)
  83. # $game_party.mod_exp_ratio(value, ref)
  84. # value = value to modify party exp rate.
  85. # ref = refresh party ? default is true.
  86. #
  87. # -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
  88. # * The Following script calls are to modify the exp rate for [x] battles.
  89. #
  90. # $game_actors[ID].set_exp_battle_count(Value)
  91. # ID = Actor ID
  92. # Value = Exp Battles Effect Duration
  93. # $game_actors[ID].set_exp_battle_modifier(Value)
  94. # ID = Actor ID
  95. # Value = Exp Battles Rate Modifier
  96. #
  97. #===============================================================================
  98. # ☆ Notetags ( default )
  99. #-------------------------------------------------------------------------------
  100. # Class Notetags |
  101. # - - - - - - - -
  102. # <exp type: Type , ID >
  103. # Type :
  104. # 0 = Fixed Growth Type
  105. # 1 = Curve Growth Type
  106. # 2 = Formula Growth Type
  107. # ID = The ID of the fixed / curve growth data you wish to use.
  108. #
  109. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  110. # <exp time: X, Y>
  111. # X = Frequency, 1 = 1 second
  112. # Y = Exp gain formula, ie '@level * 2'
  113. #
  114. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  115. # <exp batt: X>
  116. # X = Exp gain for each battle. - (formula)
  117. #
  118. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  119. # <exp datk: X>
  120. # X = Exp gain for each time default "Attack" is used. - (formula)
  121. #
  122. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  123. # <exp guar: X>
  124. # X = Exp gain for each time default "Guard" is used. - (formula)
  125. #
  126. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  127. # <exp skil: X>
  128. # X = Exp gain for each time any Skill is used. - (formula)
  129. #
  130. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  131. # <exp item: X>
  132. # X = Exp gain for each time any Item is used. - (formula)
  133. #
  134. #-------------------------------------------------------------------------------
  135. # Skill/ Item Notetags |
  136. # - - - - - - - - - - -
  137. # <battle exp: X, Y>
  138. # X = the exp gain rate
  139. # Y = how many battles it lasts
  140. #
  141. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  142. # <exp gain: X>
  143. # X = Exp Gained when this skill / item is used. - (formula)
  144. #
  145. #-------------------------------------------------------------------------------
  146. # Map Notetags |
  147. # - - - - - - -
  148. # <exp rate: X>
  149. # X = Map Exp Rate. Default = 1.0
  150. #
  151. #===============================================================================
  152. # ☆ HELP
  153. #-------------------------------------------------------------------------------
  154. #
  155. #===============================================================================
  156. module Expert_Exp
  157. #===============================================================================
  158.  
  159. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  160. # Enemy Exp / Gold Mode :
  161. # :default
  162. # :pokemon # Requires $D13x Enemy Levels
  163. # :average # Requires $D13x Enemy Levels
  164. # :sD13x # Requires $D13x Enemy Levels + $D13x Attack & Defence Levels
  165. #-----------------------------------------------------------------------------
  166. Enemy_Exp_Mode = :sD13x #pokemon #default
  167. Enemy_Gold_Mode = :sD13x
  168.  
  169. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  170. # ☆ General Settings :
  171. #-----------------------------------------------------------------------------
  172. Defaults={
  173. # [ type_id , setting_id ], make type nil to disable default
  174. :exp_req_type => [ 1 , 4 ],
  175. # [ Use? , Frequency , 'Formula']
  176. :over_time => [ true , 2 , '@level' ],
  177. # Default Exp gained Per Battle
  178. :each_battle => '@level * 5',
  179. # Default Exp Gained Each Attack
  180. :each_attack => '@level * 1.5',
  181. # Default Exp Gained Each Guard
  182. :each_guard => '@level * 1.5',
  183. # Default Exp Gained Each Skill
  184. :each_skill => '@level * 1.8',
  185. # Default Exp Gained Each Item
  186. :each_item => '@level * 2.0',
  187. # Default for when Skill / Items are Used
  188. :each__use => '@level * 1.2',
  189. }
  190. #-----------------------------------------------------------------------------
  191. # Show Level Up Info ?
  192. Show_Level_Up = false
  193. #-----------------------------------------------------------------------------
  194. # Notetag Defaults
  195. Exp_Notes ={
  196. # Classes
  197. :exp_req_type => /<exp type:(.*),(.*)>/i,
  198. :over_time => /<exp time:(.*),(.*)>/i,
  199. :each_battle => /<exp batt:(.*)>/i,
  200. :each_attack => /<exp datk:(.*)>/i,
  201. :each_guard => /<exp guar:(.*)>/i,
  202. :each_skill => /<exp skil:(.*)>/i,
  203. :each_item => /<exp item:(.*)>/i,
  204. # Skills / Items.
  205. :each__use => /<exp gain:(.*)>/i,
  206. :battles => /<battle exp:(.*),(.*)>/i,
  207. # Maps
  208. :map_exp => /<exp rate:(.*)>/i,
  209. } # << Keep
  210. #-----------------------------------------------------------------------------
  211. # Exp Over Time Settings
  212. # which party members will get exp over time (if they are meant to) ?
  213. # :battle_members then members = $game_party.battle_members
  214. # :all_members then members = $game_party.members
  215. # :only_leader then members = [$game_party.leader]
  216. Exp_OT_Dist = :battle_members
  217. # NOTE : Only alive actors will recieve exp over time, regardless of setting.
  218. #-----------------------------------------------------------------------------
  219. # Who gains exp per battle at battle end. Same options as above.
  220. Exp_Battle_Dist = :battle_members
  221.  
  222. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  223. # ☆ Exp Requirement Settings ( FIXED )
  224. #-----------------------------------------------------------------------------
  225. # The below settings adjust the requirements for each level up, these values
  226. # are based on the PoKeMoN Game series for GameBoy and NDS.
  227. # You are free to add your own custom exp groups following the same format
  228. # as below.
  229. Exp_Req_Fixed ={
  230. #-----------------------------------------------------------------------------
  231. # The Fast Experience Group is one of the four experience groups introduced
  232. # in 1st Generation Pokemon games.
  233. # 800,000 experience points required for level 100.
  234. 0 => [ 0, 6, 21, 51, 100,
  235. 172, 274, 409, 583, 800, # 6 - 10
  236. 1064, 1382, 1757, 2195, 2700,
  237. 3276, 3930, 4665, 5487, 6400, # 16 - 20
  238. 7408, 8518, 9733, 11059, 12500,
  239. 14060, 15746, 17561, 19511, 21600, # 26 - 30
  240. 23832, 26214, 28749, 31443, 34300,
  241. 37324, 40522, 43897, 47455, 51200, # 36 - 40
  242. 55136, 59270, 63605, 68147, 72900,
  243. 77868, 83058, 88473, 94119, 100000,# 46 - 50
  244. 106120, 112486, 119101, 125971, 133100,
  245. 140492, 148154, 156089, 164303, 172800,# 56 - 60
  246. 181584, 190662, 200037, 209715, 219700,
  247. 229996, 240610, 251545, 262807, 274400,# 66 - 70
  248. 286328, 298598, 311213, 324179, 337500,
  249. 351180, 365226, 379641, 394431, 409600,# 76 - 80
  250. 425152, 441094, 457429, 474163, 491300,
  251. 508844, 526802, 545177, 563975, 583200,# 86 - 90
  252. 602856, 622950, 643485, 664467, 685900,
  253. 707788, 730138, 752953, 776239, 800000 # 96 - 100
  254. ],
  255. #-----------------------------------------------------------------------------
  256. # The Medium Fast Group, which was also introduced in Generation I.
  257. # This is by far the most average of the experience groups.
  258. # 1,000,000 experience points required for level 100.
  259. 1 => [ 0, 8, 27, 64, 125,
  260. 216, 343, 512, 729, 1000, # 6 - 10
  261. 1331, 1728, 2197, 2744, 3375,
  262. 4096, 4913, 5832, 6859, 8000, # 16 - 20
  263. 9261, 10648, 12167, 13824, 15625,
  264. 17579, 19683, 21952, 24389, 27000, # 26 - 30
  265. 29791, 32786, 35937, 39304, 42875,
  266. 46656, 50653, 54872, 59319, 64000, # 36 - 40
  267. 68921, 74088, 79507, 85184, 91125,
  268. 97336, 103823, 110592, 117649, 125000,# 46 - 50
  269. 132651, 140608, 148877, 157464, 166375,
  270. 175616, 185193, 195112, 205379, 216000,# 56 - 60
  271. 226981, 238328, 250047, 262144, 274625,
  272. 287496, 300763, 314432, 328509, 343000,# 66 - 70
  273. 357911, 373248, 389017, 405224, 421875,
  274. 438976, 456533, 474552, 493039, 512000,# 76 - 80
  275. 531441, 551368, 571787, 592704, 614125,
  276. 636056, 658503, 681472, 704969, 729000,# 86 - 90
  277. 753571, 778688, 804357, 830584, 857375,
  278. 884736, 912673, 941192, 970299, 1000000 # 96 - 100
  279. ],
  280. #-----------------------------------------------------------------------------
  281. # The Medium Slow Experience Group. The only experience group whose
  282. # level 100 experience is not evenly divisible by 10,000.
  283. # 1,059,860 experience points required for level 100.
  284. 2 => [ 0, 9, 57, 96, 135,
  285. 179, 236, 314, 419, 560, # 6 - 10
  286. 742, 973, 1261, 1612, 2035,
  287. 2535, 3120, 3798, 4575, 5460, # 16 - 20
  288. 6458, 7577, 8825, 10208, 11735,
  289. 13411, 15244, 17242, 19411, 21760, # 26 - 30
  290. 24294, 27021, 29949, 33084, 36435,
  291. 40007, 43808, 47846, 52127, 56660, # 36 - 40
  292. 61450, 66505, 71883, 77440, 83335,
  293. 89523, 96012, 102810, 109923, 117360,# 46 - 50
  294. 125126, 133229, 141677, 150476, 159635,
  295. 169159, 179056, 189334, 199999, 211060,# 56 - 60
  296. 222522, 234393, 246681, 259392, 272535,
  297. 286115, 300140, 314618, 329555, 344960,# 66 - 70
  298. 360838, 377197, 394045, 411388, 429235,
  299. 447591, 466464, 485862, 505791, 526260,# 76 - 80
  300. 547274, 568841, 590969, 613664, 636935,
  301. 660787, 685228, 710266, 735907, 762160,# 86 - 90
  302. 789030, 816525, 844653, 873420, 902835,
  303. 932903, 963632, 995030, 1027103, 1059860 # 96 - 100
  304. ],
  305. #-----------------------------------------------------------------------------
  306. # The Slow Experience Group.
  307. # The final of the four Generation I experience groups.
  308. # 1,250,000 experience points required for level 100.
  309. 3 => [ 0, 10, 33, 80, 156,
  310. 270, 428, 640, 911, 1250, # 6 - 10
  311. 1663, 2160, 2746, 3430, 4218,
  312. 5120, 6141, 7290, 8573, 10000, # 16 - 20
  313. 11576, 13310, 15208, 17280, 19531,
  314. 21970, 24603, 27440, 30486, 33750, # 26 - 30
  315. 37238, 40960, 44921, 49130, 53593,
  316. 58320, 63316, 68590, 74148, 80000, # 36 - 40
  317. 86151, 92610, 99383, 106480, 113906,
  318. 121670, 129778, 138240, 147061, 156250,# 46 - 50
  319. 165813, 175760, 186096, 196830, 207968,
  320. 219520, 231491, 243890, 256723, 270000,# 56 - 60
  321. 283726, 297910, 312558, 327680, 343281,
  322. 359370, 375953, 393040, 410636, 428750,# 66 - 70
  323. 447388, 466560, 486271, 506530, 527343,
  324. 548720, 570666, 593190, 616298, 640000,# 76 - 80
  325. 664301, 689210, 714733, 740880, 767656,
  326. 795070, 823128, 851840, 881211, 911250,# 86 - 90
  327. 941963, 973360, 1005446, 1038230, 1071718,
  328. 1105920, 1140841, 1176490, 1212873, 1250000 # 96 - 100
  329. ],
  330. #-----------------------------------------------------------------------------
  331. # The Erratic Experience Group.
  332. # One of the two groups introduced in 3rd Generation PoKeMoN.
  333. # 600,000 experience points required for level 100.
  334. 4 => [ 0, 15, 52, 122, 237,
  335. 416, 637, 942, 1326, 1800, # 6 - 10
  336. 2369, 3041, 3822, 4719, 5737,
  337. 6881, 8155, 9564, 11111, 12800, # 16 - 20
  338. 14632, 16610, 18737, 21012, 23437,
  339. 26012, 28737, 31610, 34632, 37800, # 26 - 30
  340. 41111, 44564, 48155, 51881, 55737,
  341. 59719, 63822, 68041, 72369, 76800, # 36 - 40
  342. 81326, 85942, 90637, 95406, 100237,
  343. 105122, 110052, 115015, 120001, 125000,# 46 - 50
  344. 131324, 137795, 144410, 151165, 158056,
  345. 165079, 172229, 179503, 186894, 194400,# 56 - 60
  346. 202013, 209728, 217540, 225443, 233431,
  347. 241496, 249633, 257934, 267406, 276458,# 66 - 70
  348. 286328, 296358, 305767, 316074, 326531,
  349. 336255, 346965, 357812, 367807, 378880,# 76 - 80
  350. 390077, 400293, 411686, 423190, 433572,
  351. 445239, 457001, 467489, 479378, 491346,# 86 - 90
  352. 501878, 513934, 526049, 536557, 548720,
  353. 560922, 571333, 583539, 591882, 600000 # 96 - 100
  354. ],
  355. #-----------------------------------------------------------------------------
  356. # The Fluctuating Experience Group.
  357. # The 2nd exp group introduced in 3rd Gen PkMn. Opposite to the Erratic group.
  358. # 1,640,000 experience points required for level 100.
  359. 5 => [ 0, 4, 13, 32, 65,
  360. 112, 178, 276, 393, 540, # 6 - 10
  361. 745, 967, 1230, 1591, 1957,
  362. 2457, 3046, 3732, 4526, 5440, # 16 - 20
  363. 6482, 7666, 9003, 10506, 12187,
  364. 14060, 16140, 18439, 20974, 23760, # 26 - 30
  365. 26811, 30146, 33780, 37731, 42017,
  366. 46656, 50653, 55969, 60505, 66560, # 36 - 40
  367. 71677, 78533, 84277, 91998, 98415,
  368. 107069, 114205, 123863, 131766, 142500,# 46 - 50
  369. 151222, 163105, 172697, 185807, 196322,
  370. 210739, 222231, 238036, 250562, 267840,# 56 - 60
  371. 281456, 300293, 315059, 335544, 351520,
  372. 373744, 390991, 415050, 433631, 459620,# 66 - 70
  373. 479600, 507617, 529063, 559209, 582187,
  374. 614566, 639146, 673863, 700115, 737280,# 76 - 80
  375. 765275, 804997, 834809, 877201, 908905,
  376. 954084, 987754, 1035837, 1071552, 1122660,# 86 - 90
  377. 1160499, 1214753, 1254796, 1312322, 1354652,
  378. 1415577, 1460276, 1524731, 1571884, 1640000 # 96 - 100
  379. ],
  380. }# << KEEP !!
  381. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  382. # ☆ Exp Requirement Settings ( EXP CURVE )
  383. #-----------------------------------------------------------------------------
  384. # The below settings adjust the requirements for each level up.
  385. Exp_Req_Curve ={
  386. #-----------------------------------------------------------------------------
  387. # This setting,(by default) the exp needed will be a constant 5 exp per level
  388. # TOTAL EXP NEEDED:
  389. # level 10 = 45 || Level 25 = 120
  390. # Level 50 = 245 || Level 99 = 490
  391. 0 => {
  392. :basis => 0 ,
  393. :extra => 5 ,
  394. :acc_A => 0 ,
  395. :acc_B => 0 ,
  396. },
  397. #-----------------------------------------------------------------------------
  398. # This setting,(by default) the exp needed will increase very slightly.
  399. # MUCH lower than vx ace normally allows.
  400. # TOTAL EXP NEEDED:
  401. # level 10 = 108 || Level 25 = 638
  402. # Level 50 = 1561 || Level 99 = 3134
  403. 1 => {
  404. :basis => 1 ,
  405. :extra => 1 ,
  406. :acc_A => 1 ,
  407. :acc_B => 1 ,
  408. },
  409. #-----------------------------------------------------------------------------
  410. # This setting,(by default) the exp needed will be slightly more than
  411. # vx ace normally allows.
  412. # TOTAL EXP NEEDED:
  413. # level 10 = 14,123 || Level 25 = 189,663
  414. # Level 50 = 1,359,580 || Level 99 = 8,797,536
  415. 2 => {
  416. :basis => 100 ,
  417. :extra => 100 ,
  418. :acc_A => 200 ,
  419. :acc_B => 200 ,
  420. },
  421. #-----------------------------------------------------------------------------
  422. # This setting,(by default) the exp for low levels will be lower than vx ace
  423. # normally allows but much more than vx ace normally allows at higher levels.
  424. # TOTAL EXP NEEDED:
  425. # level 10 = 2401 || Level 25 = 90,682
  426. # Level 50 = 1,371,571 || Level 99 = 19,403,779
  427. 3 => {
  428. :basis => 2 ,
  429. :extra => 2 ,
  430. :acc_A => 250 ,
  431. :acc_B => 1000 ,
  432. },
  433. #-----------------------------------------------------------------------------
  434. # This setting,(by default) the exp needed per level will be ridiculously more
  435. # than vx ace normally allows.
  436. # TOTAL EXP NEEDED:
  437. # level 10 = 79,550 || Level 25 = 4,534,130
  438. # Level 50 = 68,442,075 || Level 99 = 962,585,688 lol @ 962 mil exp...
  439. 4 => {
  440. :basis => 100 ,
  441. :extra => 200 ,
  442. :acc_A => 400 ,
  443. :acc_B => 800 ,
  444. },
  445. }# << KEEP
  446.  
  447. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  448. # ☆ Exp Requirement Settings ( EXP FORMULAS )
  449. #-----------------------------------------------------------------------------
  450. # The below settings adjust the formula for requirements to level up.
  451. Exp_Req_Form={
  452. # --
  453. 0 => "((level + 5 + $game_variables[100]) * 4)" ,
  454. # --
  455. 1 => "((level + 8 + $game_variables[101]) * 2)" ,
  456. # --
  457. 2 => "(((level*2)+4+$game_variables[102]) * 4)" ,
  458. # --
  459. 3 => "(((level*8)+8+$game_variables[103]) * 8)" ,
  460. }# << KEEP
  461.  
  462.  
  463. #####################
  464. # CUSTOMISATION END #
  465. end #####################
  466. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  467. # #
  468. # http://dekitarpg.wordpress.com/ #
  469. # #
  470. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  471. #===============================================================================#
  472. # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
  473. # YES?\.\. #
  474. # OMG, REALLY? \| #
  475. # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
  476. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
  477. #===============================================================================#
  478. module DataManager
  479. #===============================================================================
  480. #-----------------------------------------------------------------------------
  481. # Alias List
  482. #-----------------------------------------------------------------------------
  483. class << self
  484. alias :lbd_expert_exp :load_database
  485. end
  486. #-----------------------------------------------------------------------------
  487. # Load Database (alias)
  488. #-----------------------------------------------------------------------------
  489. def self.load_database
  490. lbd_expert_exp
  491. loa_expert_exp
  492. end
  493. #-----------------------------------------------------------------------------
  494. # Load Unique Shit
  495. #-----------------------------------------------------------------------------
  496. def self.loa_expert_exp
  497. for g in [$data_classes, $data_skills, $data_items]
  498. for o in g
  499. next if o == nil
  500. o.load_expert_exp
  501. end
  502. end
  503. end
  504.  
  505. end # DataManager
  506.  
  507. #===============================================================================
  508. module BattleManager
  509. #===============================================================================
  510. #-----------------------------------------------------------------------------
  511. # Alias List
  512. #-----------------------------------------------------------------------------
  513. class << self
  514. alias :gain_exp_expert_exp :gain_exp
  515. end
  516. #-----------------------------------------------------------------------------
  517. # Process Victory
  518. #-----------------------------------------------------------------------------
  519. def self.gain_exp
  520. gain_battle_exp_
  521. gain_exp_expert_exp
  522. end
  523. #-----------------------------------------------------------------------------
  524. # Gain Battle Exp
  525. #-----------------------------------------------------------------------------
  526. def self.gain_battle_exp_
  527. case Expert_Exp::Exp_Battle_Dist
  528. when :battle_members then members = $game_party.battle_members
  529. when :all_members then members = $game_party.members
  530. when :only_leader then members = [$game_party.leader]
  531. else ; members = [$game_party.leader]
  532. end
  533. members.each do |m|
  534. next unless m != nil
  535. next unless m.hp > 0
  536. m.gain_battle_exp
  537. m.reduce_exp_battle_count
  538. end
  539. end
  540.  
  541. end
  542.  
  543. #===============================================================================
  544. class RPG::Class < RPG::BaseItem
  545. #===============================================================================
  546. #-----------------------------------------------------------------------------
  547. # Alias List
  548. #-----------------------------------------------------------------------------
  549. alias :expert_exp_efl :exp_for_level
  550. #-----------------------------------------------------------------------------
  551. # Pi Variables
  552. #-----------------------------------------------------------------------------
  553. attr_accessor :exp_req_type
  554. attr_accessor :exp_over_time
  555. attr_accessor :exp_each_battle
  556. attr_accessor :exp_each_attack
  557. attr_accessor :exp_each_guard
  558. attr_accessor :exp_each_skill
  559. attr_accessor :exp_each_item
  560. #-----------------------------------------------------------------------------
  561. # Load Exp Info
  562. #-----------------------------------------------------------------------------
  563. def load_expert_exp
  564. defs = Expert_Exp::Defaults
  565. @exp_req_type = [defs[:exp_req_type][0],defs[:exp_req_type][1]]
  566. @exp_over_time = [defs[:over_time][0], defs[:over_time][1],defs[:over_time][2]]
  567. @exp_each_battle = defs[:each_battle]
  568. @exp_each_attack = defs[:each_attack]
  569. @exp_each_guard = defs[:each_guard]
  570. @exp_each_skill = defs[:each_skill]
  571. @exp_each_item = defs[:each_item]
  572. check_expert_exp_notes
  573. end
  574. #-----------------------------------------------------------------------------
  575. # Parse Notes
  576. #-----------------------------------------------------------------------------
  577. def check_expert_exp_notes
  578. self.note.split(/[\r\n]+/).each do |line|
  579. case line
  580. when Expert_Exp::Exp_Notes[:exp_req_type] then @exp_req_type = [$1.to_i,$2.to_i]
  581. when Expert_Exp::Exp_Notes[:over_time] then @exp_over_time = [true, $1.to_i,$2.to_s]
  582. when Expert_Exp::Exp_Notes[:each_battle] then @exp_each_battle = $1.to_s
  583. when Expert_Exp::Exp_Notes[:each_attack] then @exp_each_attack = $1.to_s
  584. when Expert_Exp::Exp_Notes[:each_guard] then @exp_each_guard = $1.to_s
  585. when Expert_Exp::Exp_Notes[:each_skill] then @exp_each_skill = $1.to_s
  586. when Expert_Exp::Exp_Notes[:each_item] then @exp_each_item = $1.to_s
  587. end
  588. end
  589. end
  590. #-----------------------------------------------------------------------------
  591. # Get Exp Requirements For Level Up
  592. #-----------------------------------------------------------------------------
  593. def exp_for_level(level)
  594. data = self.exp_req_type[1]
  595. case self.exp_req_type[0]
  596. when 0
  597. return Expert_Exp::Exp_Req_Fixed[data][level-1]
  598. when 1
  599. l = level.to_f
  600. b = Expert_Exp::Exp_Req_Curve[data][:basis]
  601. e = Expert_Exp::Exp_Req_Curve[data][:extra]
  602. aa = Expert_Exp::Exp_Req_Curve[data][:acc_A]
  603. ab = Expert_Exp::Exp_Req_Curve[data][:acc_B]
  604. return (b*((l-1)**(0.9+aa/250))*l*(l+1)/(6+l**2/50/ab)+(l-1)*e).round.to_i
  605. when 2
  606. return ([eval(Expert_Exp::Exp_Req_Fixed[data]), 0].max.to_i rescue 0)
  607. else
  608. return expert_exp_efl(level)
  609. end
  610. end
  611.  
  612. end # << RPG::BaseItem
  613.  
  614. #===============================================================================
  615. class RPG::UsableItem < RPG::BaseItem
  616. #===============================================================================
  617. #-----------------------------------------------------------------------------
  618. # Pi Variables
  619. #-----------------------------------------------------------------------------
  620. attr_accessor :exp_each_use
  621. attr_accessor :exp_battles
  622. #-----------------------------------------------------------------------------
  623. # Load Exp Info
  624. #-----------------------------------------------------------------------------
  625. def load_expert_exp
  626. @exp_each_use = 0
  627. @exp_battles = [false,0,0]
  628. check_expert_exp_notes
  629. end
  630. #-----------------------------------------------------------------------------
  631. # Parse Notes
  632. #-----------------------------------------------------------------------------
  633. def check_expert_exp_notes
  634. self.note.split(/[\r\n]+/).each do |line|
  635. case line
  636. when Expert_Exp::Exp_Notes[:each__use] then @exp_each_use = $1.to_s
  637. when Expert_Exp::Exp_Notes[:battles] then @exp_battles = [true,$1.to_f,$2.to_i]
  638. end
  639. end
  640. end
  641.  
  642. end # << RPG::BaseItem
  643.  
  644. #===============================================================================
  645. class RPG::Map
  646. #===============================================================================
  647. #-----------------------------------------------------------------------------
  648. # Exp Ratio
  649. #-----------------------------------------------------------------------------
  650. def exp_ratio
  651. if self.note =~ Expert_Exp::Defaults[:map_exp]
  652. return $1.to_f
  653. else
  654. return 1.0
  655. end
  656. end
  657.  
  658. end
  659.  
  660. #===============================================================================
  661. class Game_Map
  662. #===============================================================================
  663. #-----------------------------------------------------------------------------
  664. # Exp Ratio
  665. #-----------------------------------------------------------------------------
  666. def exp_ratio
  667. return @map.exp_ratio
  668. end
  669.  
  670. end
  671.  
  672. #===============================================================================
  673. class Game_Party < Game_Unit
  674. #===============================================================================
  675. #-----------------------------------------------------------------------------
  676. # Pi Variables
  677. #-----------------------------------------------------------------------------
  678. attr_reader :exp_ratio
  679. #-----------------------------------------------------------------------------
  680. # Alias List
  681. #-----------------------------------------------------------------------------
  682. alias :init_party_expexp :initialize
  683. #-----------------------------------------------------------------------------
  684. # Initialize
  685. #-----------------------------------------------------------------------------
  686. def initialize
  687. init_party_expexp
  688. reset_exp_ratio(1.0,false)
  689. end
  690. #-----------------------------------------------------------------------------
  691. # Reset Exp Ratio
  692. #-----------------------------------------------------------------------------
  693. def reset_exp_ratio(value = 1.0, ref = true)
  694. @exp_ratio = value
  695. refresh if ref
  696. end
  697. #-----------------------------------------------------------------------------
  698. # Add To Exp Ratio
  699. #-----------------------------------------------------------------------------
  700. def add_exp_ratio(value, ref = true)
  701. @exp_ratio += value
  702. refresh if ref
  703. end
  704. #-----------------------------------------------------------------------------
  705. # Subtract from Exp Ratio
  706. #-----------------------------------------------------------------------------
  707. def sub_exp_ratio(value, ref = true)
  708. @exp_ratio -= value
  709. refresh if ref
  710. end
  711. #-----------------------------------------------------------------------------
  712. # Divide Exp Ratio By Value
  713. #-----------------------------------------------------------------------------
  714. def div_exp_ratio(value, ref = true)
  715. @exp_ratio /= value
  716. refresh if ref
  717. end
  718. #-----------------------------------------------------------------------------
  719. # Multiply Exp Ratio By Value
  720. #-----------------------------------------------------------------------------
  721. def mul_exp_ratio(value, ref = true)
  722. @exp_ratio *= value
  723. refresh if ref
  724. end
  725. #-----------------------------------------------------------------------------
  726. # Mod Exp Ratio By Value
  727. #-----------------------------------------------------------------------------
  728. def mod_exp_ratio(value, ref = true)
  729. @exp_ratio %= value
  730. refresh if ref
  731. end
  732.  
  733. end
  734.  
  735. #===============================================================================
  736. class Game_Battler < Game_BattlerBase
  737. #===============================================================================
  738. #-----------------------------------------------------------------------------
  739. # Alias List
  740. #-----------------------------------------------------------------------------
  741. alias :_MDV__expexp :make_damage_value
  742. #-----------------------------------------------------------------------------
  743. # M.D.V
  744. #-----------------------------------------------------------------------------
  745. def make_damage_value(user, item)
  746. check_item_exp_effect(item)
  747. check_exp_gain(user,item)
  748. _MDV__expexp(user, item)
  749. end
  750. #-----------------------------------------------------------------------------
  751. # Check Exp Gains
  752. #-----------------------------------------------------------------------------
  753. def check_exp_gain(user,item)
  754. return unless user.is_a?(Game_Actor)
  755. if item.is_a?(RPG::Skill)
  756. case item.id
  757. when user.attack_skill_id
  758. user.gain_attack_exp
  759. when user.guard_skill_id
  760. user.gain_guard_exp
  761. else
  762. user.gain_skill_exp
  763. end
  764. else
  765. user.gain_item_exp
  766. end
  767. user.gain_exp_for_use(item)
  768. end
  769. #-----------------------------------------------------------------------------
  770. # Check Exp Effects
  771. #-----------------------------------------------------------------------------
  772. def check_item_exp_effect(item)
  773. return unless self.is_a?(Game_Actor)
  774. return unless item.exp_battles[0]
  775. self.set_exp_battle_count(item.exp_battles[2])
  776. self.set_exp_battle_modifier(item.exp_battles[1])
  777. end
  778.  
  779. end
  780.  
  781. #===============================================================================
  782. class Game_Actor < Game_Battler
  783. #===============================================================================
  784. #-----------------------------------------------------------------------------
  785. # Alias List
  786. #-----------------------------------------------------------------------------
  787. alias :setup_exp_pro_style :setup
  788. #-----------------------------------------------------------------------------
  789. # Pi Variables
  790. #-----------------------------------------------------------------------------
  791. attr_reader :exp_ot_counter
  792. attr_reader :exp_battle_count
  793. attr_reader :exp_battle_modifier
  794. #-----------------------------------------------------------------------------
  795. # Setup
  796. #-----------------------------------------------------------------------------
  797. def setup(actor_id)
  798. setup_exp_pro_style(actor_id)
  799. init_exp_over_time
  800. init_exp_battle_counter
  801. init_exp_battle_modifier
  802. end
  803. #-----------------------------------------------------------------------------
  804. # Initialize exp over time counter
  805. #-----------------------------------------------------------------------------
  806. def init_exp_over_time
  807. @exp_ot_counter = 0
  808. end
  809. #-----------------------------------------------------------------------------
  810. # Set exp over time counter
  811. #-----------------------------------------------------------------------------
  812. def set_exp_battle_count(value)
  813. @exp_battle_count = value
  814. end
  815. #-----------------------------------------------------------------------------
  816. # Init Exp Battle Counter
  817. #-----------------------------------------------------------------------------
  818. def init_exp_battle_counter
  819. set_exp_battle_count(0)
  820. end
  821. #-----------------------------------------------------------------------------
  822. # Gain Exp Battle Counter
  823. #-----------------------------------------------------------------------------
  824. def gain_exp_battle_count
  825. @exp_battle_count += 1
  826. @exp_battle_count = 0 if @exp_battle_count < 0
  827. end
  828. #-----------------------------------------------------------------------------
  829. # Reduce Exp Battle Counter
  830. #-----------------------------------------------------------------------------
  831. def reduce_exp_battle_count
  832. return if @exp_battle_count == 0
  833. @exp_battle_count -= 1
  834. if @exp_battle_count < 0
  835. @exp_battle_count = 0
  836. init_exp_battle_modifier
  837. end
  838. end
  839. #-----------------------------------------------------------------------------
  840. # Initialize Exp Battle Modifier
  841. #-----------------------------------------------------------------------------
  842. def init_exp_battle_modifier
  843. set_exp_battle_modifier(1)
  844. end
  845. #-----------------------------------------------------------------------------
  846. # Set Up Exp Battle Modifier
  847. #-----------------------------------------------------------------------------
  848. def set_exp_battle_modifier(value)
  849. @exp_battle_modifier = value.to_f
  850. end
  851. #-----------------------------------------------------------------------------
  852. # Gain Exp (overwrite)
  853. #-----------------------------------------------------------------------------
  854. def gain_exp(exp)
  855. change_exp(exp_gain_ratio(exp), Expert_Exp::Show_Level_Up)
  856. end
  857. #-----------------------------------------------------------------------------
  858. # Rapid Exp Gain Method
  859. #-----------------------------------------------------------------------------
  860. def rapid_exp_gain
  861. @exp_ot_counter += 1
  862. eexp = exp_over_time
  863. return unless eexp[0]
  864. return unless (@exp_ot_counter/60) >= (eexp[1])
  865. show = false # show level up
  866. e = ([eval(eexp[2]), 0].max rescue 0)
  867. change_exp(exp_gain_ratio(e), show)
  868. init_exp_over_time
  869. end
  870. #-----------------------------------------------------------------------------
  871. # Get Exp Over Time Data
  872. #-----------------------------------------------------------------------------
  873. def exp_over_time
  874. return self.class.exp_over_time
  875. end
  876. #-----------------------------------------------------------------------------
  877. # Gain Battle Exp
  878. #-----------------------------------------------------------------------------
  879. def gain_battle_exp
  880. e = ([eval(exp_per_battle), 0].max rescue 0)
  881. change_exp(exp_gain_ratio(e), Expert_Exp::Show_Level_Up)
  882. end
  883. #-----------------------------------------------------------------------------
  884. # Get Battle Exp Value
  885. #-----------------------------------------------------------------------------
  886. def exp_per_battle
  887. return self.class.exp_each_battle
  888. end
  889. #-----------------------------------------------------------------------------
  890. # Gain Attack Exp
  891. #-----------------------------------------------------------------------------
  892. def gain_attack_exp
  893. e = ([eval(exp_per_attack), 0].max rescue 0)
  894. change_exp(exp_gain_ratio(e), Expert_Exp::Show_Level_Up)
  895. end
  896. #-----------------------------------------------------------------------------
  897. # Get Attack Exp Value
  898. #-----------------------------------------------------------------------------
  899. def exp_per_attack
  900. return self.class.exp_each_attack
  901. end
  902. #-----------------------------------------------------------------------------
  903. # Gain Guard Exp
  904. #-----------------------------------------------------------------------------
  905. def gain_guard_exp
  906. e = ([eval(exp_per_guard), 0].max rescue 0)
  907. change_exp(exp_gain_ratio(e), Expert_Exp::Show_Level_Up)
  908. end
  909. #-----------------------------------------------------------------------------
  910. # Get Guard Exp Value
  911. #-----------------------------------------------------------------------------
  912. def exp_per_guard
  913. return self.class.exp_each_guard
  914. end
  915. #-----------------------------------------------------------------------------
  916. # Gain Skill Exp
  917. #-----------------------------------------------------------------------------
  918. def gain_skill_exp
  919. e = ([eval(exp_per_skill), 0].max rescue 0)
  920. change_exp(exp_gain_ratio(e), Expert_Exp::Show_Level_Up)
  921. end
  922. #-----------------------------------------------------------------------------
  923. # Get Skill Exp Value
  924. #-----------------------------------------------------------------------------
  925. def exp_per_skill
  926. return self.class.exp_each_skill
  927. end
  928. #-----------------------------------------------------------------------------
  929. # Gain Item Exp
  930. #-----------------------------------------------------------------------------
  931. def gain_item_exp
  932. e = ([eval(exp_per_item), 0].max rescue 0)
  933. change_exp(exp_gain_ratio(e), Expert_Exp::Show_Level_Up)
  934. end
  935. #-----------------------------------------------------------------------------
  936. # Get Item Exp Value
  937. #-----------------------------------------------------------------------------
  938. def exp_per_item
  939. return self.class.exp_each_item
  940. end
  941. #-----------------------------------------------------------------------------
  942. # Gain Exp For Skill Use
  943. #-----------------------------------------------------------------------------
  944. def gain_exp_for_use(item)
  945. e = ([eval(item.exp_each_use), 0].max rescue 0)
  946. change_exp(exp_gain_ratio(e), Expert_Exp::Show_Level_Up)
  947. end
  948. #-----------------------------------------------------------------------------
  949. # Gain Exp For Skill Use
  950. #-----------------------------------------------------------------------------
  951. def exp_gain_ratio(ratio)
  952. a = self.exp
  953. b = ratio
  954. c = final_exp_rate
  955. d = $game_party.exp_ratio
  956. e = $game_map.exp_ratio
  957. return (a + (b * c * d * e)).to_i
  958. end
  959.  
  960. end
  961.  
  962. #===============================================================================
  963. class Game_Enemy < Game_Battler
  964. #===============================================================================
  965. #-----------------------------------------------------------------------------
  966. # Exp
  967. #-----------------------------------------------------------------------------
  968. def exp
  969. case Expert_Exp::Enemy_Exp_Mode
  970. when :default then return exp_calc_default
  971. when :pokemon then return exp_calc_pokemon
  972. when :average then return exp_calc_average
  973. when :sD13x then return exp_calc_sD13x
  974. else ; return exp_calc_default
  975. end
  976. end
  977. #-----------------------------------------------------------------------------
  978. # Default Calculation
  979. #-----------------------------------------------------------------------------
  980. def exp_calc_default
  981. return enemy.exp
  982. end
  983. #-----------------------------------------------------------------------------
  984. # Pokemon Calculation (party leader level as active poke level)
  985. #-----------------------------------------------------------------------------
  986. def exp_calc_pokemon
  987. return enemy.exp unless $D13x[:Enemy_Levels]
  988. _A = ((@level * 2) + 10)
  989. _B = (enemy.exp * @level / 5)
  990. _C = (@level + $game_party.battle_members[0].level + 10)
  991. val = ((_A)*(_A*_A).floor).floor*_B/((_C)*(_C*_C)).floor+1
  992. return val
  993. end
  994. #-----------------------------------------------------------------------------
  995. # Pokemon Calculation (average party level as active poke level)
  996. #-----------------------------------------------------------------------------
  997. def exp_calc_average
  998. return enemy.exp unless $D13x[:Enemy_Levels]
  999. _L = 0 ; _S = 0
  1000. $game_party.battle_members.each do |m|
  1001. next unless m != nil
  1002. next unless m.hp > 0
  1003. _L += m.level
  1004. _S += 1
  1005. end
  1006. _A = ((@level * 2) + 10)
  1007. _B = (enemy.exp * @level / 5)
  1008. _C = (@level + (_L/_S).to_i + 10)
  1009. val = ((_A)*(_A*_A).floor).floor*_B/((_C)*(_C*_C)).floor+1
  1010. return val
  1011. end
  1012. #-----------------------------------------------------------------------------
  1013. # Amped Pokemon Calculation
  1014. #-----------------------------------------------------------------------------
  1015. def exp_calc_sD13x
  1016. return enemy.exp unless $D13x[:Enemy_Levels]
  1017. _L = (@level + atl + dfl)
  1018. _A = ((_L * 2) + 10)
  1019. _B = ((enemy.exp * _L / 5) * 2)
  1020. _C = (_L + $game_party.leader.level + 10)
  1021. val = ((_A)*(_A*_A).floor).floor*_B/((_C)*(_C*_C)).floor+1
  1022. return val
  1023. end
  1024. #-----------------------------------------------------------------------------
  1025. # Gold
  1026. #-----------------------------------------------------------------------------
  1027. def gold
  1028. case Expert_Exp::Enemy_Gold_Mode
  1029. when :default then return gold_calc_default
  1030. when :pokemon then return gold_calc_pokemon
  1031. when :average then return gold_calc_average
  1032. when :sD13x then return gold_calc_sD13x
  1033. else ; return gold_calc_default
  1034. end
  1035. end
  1036. #-----------------------------------------------------------------------------
  1037. # Default Calculation
  1038. #-----------------------------------------------------------------------------
  1039. def gold_calc_default
  1040. return enemy.gold
  1041. end
  1042. #-----------------------------------------------------------------------------
  1043. # Pokemon Calculation (party leader level as active poke level)
  1044. #-----------------------------------------------------------------------------
  1045. def gold_calc_pokemon
  1046. return enemy.gold unless $D13x[:Enemy_Levels]
  1047. _A = ((@level * 2) + 10)
  1048. _B = (enemy.gold * @level / 5)
  1049. _C = (@level + $game_party.battle_members[0].level + 10)
  1050. val = ((_A)*(_A*_A).floor).floor*_B/((_C)*(_C*_C)).floor+1
  1051. return val
  1052. end
  1053. #-----------------------------------------------------------------------------
  1054. # Pokemon Calculation (average party level as active poke level)
  1055. #-----------------------------------------------------------------------------
  1056. def gold_calc_average
  1057. return enemy.gold unless $D13x[:Enemy_Levels]
  1058. _L = 0 ; _S = 0
  1059. $game_party.battle_members.each do |m|
  1060. next unless m != nil
  1061. next unless m.hp > 0
  1062. _L += m.level
  1063. _S += 1
  1064. end
  1065. _A = ((@level * 2) + 10)
  1066. _B = (enemy.gold * @level / 5)
  1067. _C = (@level + (_L/_S).to_i + 10)
  1068. val = ((_A)*(_A*_A).floor).floor*_B/((_C)*(_C*_C)).floor+1
  1069. return val
  1070. end
  1071. #-----------------------------------------------------------------------------
  1072. # Amped Pokemon Calculation
  1073. #-----------------------------------------------------------------------------
  1074. def gold_calc_sD13x
  1075. return enemy.gold unless $D13x[:Enemy_Levels]
  1076. _L = (@level + atl + dfl)
  1077. _A = ((_L * 2) + 10)
  1078. _B = ((enemy.gold * _L / 5) * 2)
  1079. _C = (_L + $game_party.leader.level + 10)
  1080. val = ((_A)*(_A*_A).floor).floor*_B/((_C)*(_C*_C)).floor+1
  1081. return val
  1082. end
  1083.  
  1084. end
  1085.  
  1086. #===============================================================================
  1087. class Scene_Map < Scene_Base
  1088. #===============================================================================
  1089. #-----------------------------------------------------------------------------
  1090. # Alias List
  1091. #-----------------------------------------------------------------------------
  1092. alias :update_gain_exp_ot :update
  1093. #-----------------------------------------------------------------------------
  1094. # Update Scene
  1095. #-----------------------------------------------------------------------------
  1096. def update
  1097. update_gain_exp_ot
  1098. update_gain_exp_over_time
  1099. end
  1100. #-----------------------------------------------------------------------------
  1101. # Update Exp Per Second Gain
  1102. #-----------------------------------------------------------------------------
  1103. def update_gain_exp_over_time
  1104. return if $game_map.interpreter.running?
  1105. case Expert_Exp::Exp_OT_Dist
  1106. when :battle_members then members = $game_party.battle_members
  1107. when :all_members then members = $game_party.members
  1108. when :only_leader then members = [$game_party.leader]
  1109. else ; members = [$game_party.leader]
  1110. end
  1111. members.each do |m|
  1112. next unless m != nil
  1113. next unless m.hp > 0
  1114. m.rapid_exp_gain
  1115. end
  1116. end
  1117.  
  1118. end
  1119.  
  1120. #==============================================================================#
  1121. # http://dekitarpg.wordpress.com/ #
  1122. #==============================================================================#
  1123. end # if true # << Make true to use this script, false to disable.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement