Difference between revisions of "Experience"

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= Alternative experience points calculations =
= Monster Experience and Levelling System =


An alternative that matches what is done in other monster catching games would be to make level ^ 3 the additional experience points required to increase a level, rather than the total experience points required to be at that level.  
Monsters range in level from 1 to 100. The number of experience points (XP) a monster has determines its level. Monsters primarily gain XP through battling other monsters, though other methods may exist.


You could also have different families of monster to level up at different rates. For example, a stupid, ancient or powerful monster might gain levels more slowly. A clever or weak monster might gain levels more quickly. You could even have monsters that gain levels quickly to begin with, but then take more time; or vice versa.
== Current Implementation of Experience Points and Levelling ==


Here are five suggested formulas:  
* When an enemy monster is eliminated, all player monsters that dealt any damage to it receive an equal portion of:
  * '''(Total XP / Enemy Level)''' — equivalent to '''Enemy Level²'''
* A monster levels up when its total XP meets or exceeds:
  * '''(Current Level × Experience Required Modifier)³'''
* The '''Experience Required Modifier''' affects both levelling and XP rewards:
** For levelling up, it is applied to the monster gaining experience. This value is currently hard-coded to '''1''' for all player monsters.
** For XP rewards, it is applied to the '''defeated''' monster — not the one gaining XP.
** Opponent monsters (NPCs and wild encounters) can have custom Experience Required Modifiers defined in their respective JSON files.
** The XP awarded to participating player monsters is calculated as:
*** '''(Defeated Monster's Level × Defeated Monster's Experience Required Modifier)²'''
* Monsters may increase multiple levels at once if enough XP is gained.
* Monsters do '''not''' gain XP once they reach the maximum level (100).
* Levelling up occurs '''immediately'''; morphing occurs '''after the battle''' if the player wins.
 
== Experience Multipliers ==
 
XP gained is adjusted based on the monster's origin:


{| class="wikitable"
{| class="wikitable"
! Name !! Formula  !! Potential use
! Origin !! Multiplier
|-
|-
| Slow || (level ^ 3) * 0.8 || Dinosaurs, dunces, golems, giants, legends
| Captured || ×1.0
|-
|-
| Medium || (level ^ 3) || Domesticated animals, predators
| Traded || ×1.5
|-
|-
| Fast || (level ^ 3) * 1.25 || Rodents, insects, fish, magical creatures
| Bred || ×1.2
|-
|-
| Slow-then-fast || (level ^ 3) * (1.3 – (level/180)) || Aliens, dragons, oddities
| Gifted || ×1.2
|-
|-
| Fast-then-slow || (level ^ 3) * (0.75 + (level/180)) || Starter monsters, team staples, humanoids
| Purchased || ×0.9
|-
| Rescued || ×1.3
|-
| Created || ×1.0
|}
|}


== Experience Points Given formula  ==
== Sharing Experience Points ==
 
This could be as simple or complicated as we want to make it.


I suggest a simple formula:  
There are items that affect how XP is distributed:


Experience Points Given = Life Stage multiplier * (defeated monster’s level ^ 2)
* '''[[XP Transmitter]]''': If in the player’s possession, half of the XP goes to participating monsters, and half to non-participating monsters.
* '''[[XP Feeder]]''': Given to a specific monster. Half of the XP goes to participating monsters, and half to the designated monster (which may double-dip if it participated).


Life Stage multiplier: Original stage = 2, Middle stage = 3, Final stage = 5
== Experience Items ==


== Ramifications ==
Out-of-combat consumables that grant additional XP:


Because Experience Points Given is based on level squared but Experience Points to Level Up is based on level cubed, monsters of higher level will require more battles to level up – all things being equal.
* '''[[Tea]]'''
* '''[[Mystery Tea]]'''
* '''[[Ancient Tea]]'''
* '''[[Imperial Tea]]'''


However, the life stage multiplier is important here, because Middle and Final stage monsters will become more common, and Original stage monsters less common, as monsters are higher level. This goes some way towards reducing this effect – but does not wholly eliminate it.
Approximate XP effects:


This is by design – players progress quickly at first, but then have to work harder for later progress.
* '''Tea''': Advances a level 4 monster to halfway through level 5.
* '''Mystery Tea''': Advances a level 9 monster to halfway through level 10.
* '''Ancient Tea''': Advances a level 16 monster to level 17.
* '''Imperial Tea''': Advances a level 25 monster to level 26.

Latest revision as of 18:49, 28 September 2025

Monster Experience and Levelling System[edit | edit source]

Monsters range in level from 1 to 100. The number of experience points (XP) a monster has determines its level. Monsters primarily gain XP through battling other monsters, though other methods may exist.

Current Implementation of Experience Points and Levelling[edit | edit source]

  • When an enemy monster is eliminated, all player monsters that dealt any damage to it receive an equal portion of:
 * (Total XP / Enemy Level) — equivalent to Enemy Level²
  • A monster levels up when its total XP meets or exceeds:
 * (Current Level × Experience Required Modifier)³
  • The Experience Required Modifier affects both levelling and XP rewards:
    • For levelling up, it is applied to the monster gaining experience. This value is currently hard-coded to 1 for all player monsters.
    • For XP rewards, it is applied to the defeated monster — not the one gaining XP.
    • Opponent monsters (NPCs and wild encounters) can have custom Experience Required Modifiers defined in their respective JSON files.
    • The XP awarded to participating player monsters is calculated as:
      • (Defeated Monster's Level × Defeated Monster's Experience Required Modifier)²
  • Monsters may increase multiple levels at once if enough XP is gained.
  • Monsters do not gain XP once they reach the maximum level (100).
  • Levelling up occurs immediately; morphing occurs after the battle if the player wins.

Experience Multipliers[edit | edit source]

XP gained is adjusted based on the monster's origin:

Origin Multiplier
Captured ×1.0
Traded ×1.5
Bred ×1.2
Gifted ×1.2
Purchased ×0.9
Rescued ×1.3
Created ×1.0

Sharing Experience Points[edit | edit source]

There are items that affect how XP is distributed:

  • XP Transmitter: If in the player’s possession, half of the XP goes to participating monsters, and half to non-participating monsters.
  • XP Feeder: Given to a specific monster. Half of the XP goes to participating monsters, and half to the designated monster (which may double-dip if it participated).

Experience Items[edit | edit source]

Out-of-combat consumables that grant additional XP:

Approximate XP effects:

  • Tea: Advances a level 4 monster to halfway through level 5.
  • Mystery Tea: Advances a level 9 monster to halfway through level 10.
  • Ancient Tea: Advances a level 16 monster to level 17.
  • Imperial Tea: Advances a level 25 monster to level 26.