Experience For Exploration Quests And Killing

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Divinity Original Sin 2 uses non-linear formula to calculate the amount of experience the players get for exploration, completing quests and killing enemies. This formula uses three variables - Act, Act Part and Gain. In DOS2 Act is always 1. Act Part corresponds to the expected level of the players. Gain represents the difficulty.

The table below contains exp for Act Part from 1 to 20 and Gain from 1 to 9. It should simplify the process of assigning exp to quests, characters and exploration zones.

Act Part \ Gain 1 2 3 4 5 6 7 8 9
1 25 50 75 100 100 125 150 175 200
2 75 125 200 250 300 375 425 500 550
3 125 250 375 500 600 725 850 975 1 100
4 200 400 600 800 1 000 1 200 1 400 1 600 1 800
5 300 600 900 1 200 1 500 1 800 2 100 2 400 2 700
6 425 850 1 275 1 700 2 100 2 525 2 950 3 375 3 800
7 575 1 125 1 700 2 250 2 800 3 375 3 925 4 500 5 050
8 725 1 450 2 175 2 900 3 600 4 325 5 050 5 775 6 500
9 1 000 2 000 3 000 4 000 5 000 6 000 7 000 8 000 9 000
10 1 400 2 800 4 175 5 575 6 950 8 350 9 750 11 125 12 525
11 1 950 3 875 5 800 7 725 9 650 11 600 13 525 15 450 17 375
12 2 700 5 400 8 075 10 775 13 450 16 150 18 850 21 525 24 225
13 3 750 7 500 11 225 14 975 18 700 22 450 26 200 29 925 33 675
14 5 200 10 400 15 575 20 775 25 950 31 150 36 350 41 525 46 725
15 7 225 14 450 21 675 28 900 36 100 43 325 50 500 57 775 65 000
16 10 050 20 075 30 100 40 125 50 150 60 200 70 225 80 250 90 275
17 13 950 27 900 41 850 55 800 69 750 83 700 97 650 111 600 125 550
18 19 400 38 800 58 175 77 575 96 950 116 350 135 750 155 125 174 525
19 26 950 53 900 80 850 107 800 134 750 161 700 188 650 215 600 242 550
20 37 475 74 925 112 400 149 850 187 300 224 775 262 225 299 700 337 150

Experience for Exploration

In Divinity Original Sin 2 the players get EXP when they discover new areas. To add an area with an Exploration Bonus in your mod you need to do following:

  • Create a new story in Osiris (something like _MyModName) and add this code into INIT section (you can skip this step if your mod uses Origins):
DB_IsPlayer(CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406);
  • Add a new Box Trigger that represents the area with an exploration bonus (e.g. S_XP_TestArea).
  • Add a new story (something like MyModName_TriggerRegistration).
  • Add code in the INIT section of this story using this template(replace with your own values):
DB_ExplorationZones(BoxTrigger,1,ActPart,Gain);

For example we want to give the players 2900 Exp for discovering the "Test Area" area. Therefore we should use Act Part = 8 and Gain = 4:

DB_ExplorationZones(TRIGGERGUID_S_XP_TestArea_52690fc6-acc4-4086-a1ba-12522af82ad6,1,8,4);

Experience for Quests

Each quest state (in the Journal Editor) has two fields: Act and Gain. This is a bit confusing, because in quest states Act acts like Act Part. So, if you want to give your players 2900 Exp for advancing a quest you should select a quest state and set Act to 8 and Gain to 4.

Experience for Killing Enemies

Suppose you have an enemy and after killing this enemy the players should get 2900 Exp. Again, we need Act Part = 8 and Gain = 4.

  • Open the Stats Editor.
  • Find your enemy (MyModName - Stats - Character) or create it (it is easier to do so by overriding one of the existing characters from Shared).
  • Set Act to "1", Act Part to "8" and Gain to "5"(!!!). For some reason here you need to set "Gain" as "Correct Gain" + 1.