Hime_BattleActionExp

● ARCHIVED · READ-ONLY
Started by Eliaquim 1 posts View original ↗
  1. [EDIT] Well i find some help and i came to this:

    Code:
    (b.isEnemy() ? b.result().hpDamage : 0) + (b.isDead() ? b.exp() / a.level : 0)
    But i got the same issues. After i beat one enemy in battle i receive 10 exp. But when i hit the other my experience double, without the enemy dies.
    Only 1 hp damage in the enemye and the exp double.
    After that, i go to rpg managers and delete everything there related to exp.
    The game runs ok, but the issue still.
    I dont know anymore if the Hime plugin is affected by other configuration of the codes from rpg mv or if its the cas that the plugin has a "bug" :(
    The thing i want most is to the actor receive xp in the time he kills the enemy, thats wht i using this plugin, the only one can do it. But i got this issue =/



    Second post
    I manage to make this:

    b.isEnemy && b.isDead() ? Math.max(1, 30) : Math.abs(Math.floor(b.result().hpDamage / 3))

    If the enemy is dead, the actor gains 30 exp. If not, gains exp based on the damage dealt.

    The exp for the next level is 90.
    I put an actor and kill two enemies, it has to be with 60 exp.
    But it goes to 160 exp, and up a level.

    I dont understand why he dont stay with only the 60xp =/

    First comment
    Hello guys!
    This plugin lets you put the "damage" formulas to get experience.
    It comes with two default formulas:

    b.isEnemy ()? (b.result () hpDamage / b.mhp) * b.exp (): 0 (Experience for damage done in percentage)

    b.isEnemy () && b.isDead ()? b.exp (): 0 (Experience after the enemy dies)

    I can use one or the other.

    And it comes with a brief explanation:

    "The following formula variables are available:

    a - user of the action
    b - target of the action
    v - game variables
    s - game switches "

    I would like to use a formula like this, (who gives the exp only for the actor in action):

    Calculate the damage that the actor did and give the experience according to this damage, for example 2 experience for every 1 damage.
    Then check if the enemy is dead.
    If yes, it gives the base experience of the enemy defined in the parameters / level of the actor.
    If he did not die, then he does nothing (he performs only the damage experience above).
    If i can to, no matter what experience the actor receive, this cannot pass from 48 (or any other number)

    I know that somehow I would have to gather more or less these two formulas, taking off the part of the percentage.
    Although using variables, how would I use them? The plugin says that v = variable.
    Could I put it like this v[2]?

    Some things I know.
    b.exp = Base experience defined in the enemy parameter.
    a.level = level of user, who performs the action (I believe to be).

    I've tried something like this, so that only the actor who is acting, the user, gains the experience:

    b.isEnemy ()? (b.result () .hpDamage * 2) && b.isDead ()? b.exp () / a.level: 0

    Did not work

    Any light?