Example #1
0
 private void cap_exp_gain(Game_Unit battler, Game_Unit target, ref int expGain)
 {
     if (expGain != 0)
     {
         expGain = (expGain > 0 ?
                    Math.Min(expGain, battler.actor.exp_gain_possible()) :
                    Math.Max(expGain, -battler.actor.exp_loss_possible()));
         // If unit is not playable, don't allow level ups
         if (!battler.is_player_team)
         {
             expGain = Math.Min(expGain, Global.ActorConfig.ExpToLvl -
                                (battler.actor.exp + 1));
         }
         // Caps total exp gain per individual unit
         if (expGain > 0 && exp_gain_cap(target))
         {
             expGain = target.cap_exp_given(expGain);
         }
     }
 }