I figured it out. hero.child[Totals].field[tEarnXP].value is what I wanted.
The code that will make a character require 1 XP per even Full-Caster (and Summoner) level is as follows:
Code:
var xpMod as number
xpMod = 0
xpMod += #levelcount[Cleric]
xpMod += #levelcount[Druid]
xpMod += #levelcount[Oracle]
xpMod += #levelcount[Sorcerer]
xpMod += #levelcount[Summoner]
xpMod += #levelcount[Witch]
xpMod += #levelcount[Wizard]
xpMod = round(xpMod/2,0,-1)
hero.child[Totals].field[tEarnXP].value -= xpMod
I just put it all in the same Eval Script for a mechanic that I call "Fair Classes". It is in the Post-Levels phase with 10000 timing.
Code:
var halveus as number
var xpMod as number
halveus = 0
xpMod = 0
halveus += #levelcount[Barbarian]
halveus += #levelcount[Cavalier]
halveus += #levelcount[Fighter]
halveus += #levelcount[Gunsling]
halveus += #levelcount[Monk]
halveus += #levelcount[Ninja]
halveus += #levelcount[Rogue]
halveus += #levelcount[Samurai]
halveus = round(halveus/2,0,-1)
#resmax[resFeat] += halveus
xpMod += #levelcount[Cleric]
xpMod += #levelcount[Druid]
xpMod += #levelcount[Oracle]
xpMod += #levelcount[Sorcerer]
xpMod += #levelcount[Summoner]
xpMod += #levelcount[Witch]
xpMod += #levelcount[Wizard]
xpMod = round(xpMod/2,0,-1)
hero.child[Totals].field[tEarnXP].value -= xpMod
This helps give the "sucky" classes a few more feats and the "super power classes" slow down in level progression so that their lessers will eventually be a level or two ahead. It helps to keep it more fair across the table.