Miriam's HandiCrafts!
#11
If you set up actor #21 to be the one who has access to the 'miriam' trade, then you change:
Code:
when "Miriam" ; $game_actors[9].exp += exp_temp
to
Code:
when "Miriam" ; $game_actors[21].exp += exp_temp

The below section lets you apply different actors to different 'trades'. Only one 'trade' per actor.
Code:
# List your actors here (based on trade)--------------
when "Miriam" ; $game_actors[9].exp += exp_temp
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#12
I already had changed it to 21 instead of 9 but no xp is given to the actor's level.
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#13
And your actor learned a skill like 'crafting' and your party learned the 'miriam' trade and the player was the one using the crafting skill?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#14
Let me be more clear:

In my game, I use actors as actual skills that you level up

Only one is in the party (the main character), but all the other actors are skills like fishing, hunting, farming, etc.

I have a menu system that displays all the "characters" in my game, and I wanted to make one more for crafting.

That is why I asked how I can give experience to the actor, "crafting".

Usually I select in an event to give an actor experience, and select which actor I want to give experience and by how much.

ex: A fishing spot gives you 25 experience towards the "fishing" actor whenever a fish is successfully caught.

I think this is what confused you, since it isn't the way the game isn't meant to be utilized.
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#15
Actually no confusion is present. And let me use your 'crafting' value as the name of the craftable trade in this discussion...

Let us assume your 'blackpowder2' skill looks like this in your Miriam's Handicrafts, the main script's config section:
Code:
CRAFT_LIST["BlackPowder2"]   = ['crafting',        0,   [0,46,1],   nil,                  [[0, 34, 2, true],  [0, 45, 1, true]],      1,     50,    [[0,47,1]]]
Let us assume you have your new experience module configured as such:
Code:
module Crafting
  CRAFT_EXP = {}  # Add this!  It creates the empty hash for the craft experience data

  DEFAULT_EXP = 0
  CRAFT_EXP["BlackPowder2"] = 4
end
AND... that in the crafting experience script, you changed your case...end block of code to look like this
Code:
when "crafting" ; $game_actors[21].exp += exp_temp
... Then when your party member learns the crafting skill, and your party learns the 'BlackPowder2' recipe, your party member (whoever it may be) should be able to use that recipe. AND... regardless of your craft skill using party member, the 21st actor in your party should gain experience whenever the 'BlackPowder2' recipe is used.

This is assuming that actor #21 in your database is currently in your party.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#16
actor #21 is not in my party, which is maybe why this is not working as I thought it would.

I have customized the menu screen with a unique script where a multitude of actors are shown THOUGH they are NOT in the party.

The only member in the party is the main actor, which is used to combat creatures and walk around with the sprite it holds.

Whenever I give experience to other actors though, it does not seem to matter whether they are in the party or not, since they still level up normally, and do not interfere with combat.
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#17
Then you need to use whatever is in your custom script to give the experience to Actor #21 when he/she is not in the party.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#18
I don't feel like I'm getting anywhere with the leveling part of this.

Well, thanks for the help though
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#19
well, with the leveling part, you could go with a base Dungeons and Dragons style Experience boost...

in addition to the level of experience being given to the character's base experience, you can create a variable for each actor in your party for each skill. When that skilll say reaches 100, skill jumps to 2 and new experience limit becomes 200, when that is reached, it becomes 3 and you have to get 300 exp, reset the experience points each level and when you're done you could have an epic crafting system that allows for crafts that have to have minimum level drives, even huntable resources that you have to have a certain level to 'pick" like in say WoW for instance.
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