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SeeleyOne
Senior Member
 
Join Date: Nov 2009
Posts: 891

Old April 21st, 2014, 08:09 PM
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.

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
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