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ExperienceLevellingSystem

The all-time classic, the experience levelling system!

JSON Format

{
"type": "ExperienceLevellingSystem",
"level_up_view_title": ...,
"level_up_button_text": ...,
"level_up_icon": ...,
"level_up_icon_color": ...,
"level_up_view": ...,
"on_level_up_confirm": ...,
"experience_name": ...,
"experience_abbreviation": ...,
"level_stat_name": ...,
"option_name": ...,
"tables": ...,
"milestones_system_name": ...
}

Fields

FieldTypeRequiredDescription
level_up_view_titleStatFormulaComponent
level_up_button_textString
level_up_iconString
level_up_icon_colorString
level_up_viewRPGView
on_level_up_confirmEffect
experience_nameStringOptional. Defaults to "Experience". The name of the experience in your system. It could be "Learning Points" or something.
experience_abbreviationStringOptional. Defaults to "EXP". Analogous to the experience_name, but this is the abbreviation for it.
level_stat_nameStringOptional. Defaults to "level". The id of the stat in your character that represents the current level.
option_nameStringOptional. Defaults to "Tracks". This is the name of the group of options that the player can have as far as progression tables go. e.g: the default is "Tracks", as you could define a fast progression track table and a slow progression track table, for example.
tablesList<ExperienceTable>Progression tables for the experience system. Most systems will probably have only one, but you could provide multiple if you wanted to allow the player to customize how fast they want to progress, how far, etc. If you define multiple tables, you might want to provide the option_name property with a different value from the default.
milestones_system_nameStringOptional. Defaults to null (no milestone progression system). If a milestones progression system should be offered to the player, you should set this property with an appropriate name for that progression system