This script allows you to manage your EXP tables using external tools such as spreadsheet programs or text editors.
There are two ways to manage EXP: Actor EXP tables, and Class EXP tables. All data is stored in external files so you can easily transfer them between games.
Script: download here
These are pre-made exp tables that you can download and modify for your own project.
In the script editor, place this script below Materials and above Main
Place all exp table files in your Data folder.
Start by downloading the appropriate Exp Table templates from the download page. The tables by default should be placed in your Data folder, but you can change this in the configuration section.
To set up the exp tables, just fill each row. All rows must be filled if you are using exp tables for an actor or class.
If you are using a spreadsheet program such Microsoft Excel or OpenOffice Spreadsheet, it is easy to edit the files: simply open it as a csv file and you’re ready to go.
If you are using a regular text editor, you will need to remember to follow the csv format.
The column headers are the names of your actors and classes rather than ID’s.
For the class EXP table, each column header is the name of your class.
For the actor EXP table, each column header is the name of your actor.
Exp Per Level
For each row, the number represents the total amount of EXP required to reach that level, not the exp required to reach the next level. Therefore, if you write
1,0 2,100 3,300
Then the amount of exp required to go from level 2 to 3 is 200 (because you will have 100 exp by the time you are level 2).
You should complete the table up to the max level + 1.
If your game crashes while comparing exp, it’s because your exp tables
are not setup properly.
In the class exp table, your first line should look like
For each row afterwards, you start with the level, followed by exp required
for each class
1;0;0; ... 2;100;100; ... 3;200;250; ...