Experience Mod?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
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Re: Experience Mod?

Post by Diarmuid »

Ixnatifual wrote:A different approach to consider that accomplishes the same would be to make monsters award 0 XP.
That's a great idea. If you wish you could set all monsters to 0xp and put an onDie hook for everymonster to give the full xp to all party. It's a lot of work, though.

Another very easy option would be to use an onLevelUp hook. Everytime a champion levels up, if others are behind, they gain enough xp to level to the same level.

Code: Select all

onLevelUp = function(leveledChampion)
	for i = 1,4 do
		local champion = party:getChampion(i)
		while champion:getLevel() < leveledChampion:getLevel() do
			champion:levelUp()
		end
	end
end
Just add the above code to a cloned party object.
Incendax
Posts: 4
Joined: Fri Dec 28, 2012 4:49 pm

Re: Experience Mod?

Post by Incendax »

Ixnatifual wrote:A different approach to consider that accomplishes the same would be to make monsters award 0 XP. Instead, you could award XP for solving a dungeon floor and proceeding to the next. Easily accomplished by having a hidden pressure plate right before the "right" stairs leading down to the next floor. The plate activates a script that cycles through each party member and gives them all the same amount of XP.

This can also reward sneaky players who are able to trap monsters in rooms or otherwise circumvent them entirely.
This is an absolutely brilliant idea! Does anyone know the average XP each level usually awards?
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Komag
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Location: Boston, USA

Re: Experience Mod?

Post by Komag »

Finished Dungeons - complete mods to play
Ixnatifual

Re: Experience Mod?

Post by Ixnatifual »

Just use Edsploration's dungeon analyzer: https://dl.dropbox.com/u/18420968/LoG/E ... lyzer.html

It'll tell you how much XP each level's monsters (outside of spawned ones) are worth.
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