Code:
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. (b.isEnemy() ? b.result().hpDamage : 0) + (b.isDead() ? b.exp() / a.level : 0)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 =/
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?
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?