Hmmm. So the last version came out over a year ago, but I'm just now learning something that WM's been doing wrong. Predicting EXP growth.
Several months (years now?) ago someone suggested making preview windows for the growth curves in case we wanted to modify them. That would make character progression planning a little easier. Well, turns out I just looked at the code for EXP growth and I've been doing it wrong.
The formula for calculating next level's required exp is thus:
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requiredEXP = Level_Mod * current_level^2 / 10
So calculating total EXP at a given level would be like so:
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for x = 1 to current_level - 1 totalEXP += Level_Mod * x^2 / 10next x
Turns out this is not what WM's doing. First off, it was changing the Level_Mod to fit the current x it was on, not the current level. Secondly, it was not flooring the result like FF7 does. So at the first level, Cloud needs 68 * 1 * 1 / 10 = 6.8 EXP to get to level 2. There are no fractional EXP so the game rounds down because it's not doing math in floating point so Cloud just needs 6 EXP to go from level 1 to 2. Stupid .NET rounds UP when converting from float to integer so it was reporting he needed 7. This was affecting all my calculations and I was assuming Terrance was wrong. I feel kinda dumb that I didn't catch that until now.
HOWEVER! I can still say Terrance's Party Mechanics guide on GFAQs contains an error. This most likely boils down to typos, but he's got the character's final EXP off.
While I can confirm those ought to be the correct values, the list of characters these apply to are reversed. For some reason I feel like I should claim a bounty on such a find.
Regardless, I finally got WM in a working state THAT WON'T REQUIRE THE POWER PACKS RUNTIMES ANY LONGER!!!! A few things broke in transition so I'll have to fix it. Then I'll release 1.5.0 and get the source out. It's awful, but I started it over seven years ago. I'd like to think I've learned a thing or two since then.