** Returns:
** If (t) varies over the [0,1] interval, then
** the result also varies over that interval.
** The zero and one endpoints of the interval
** are mapped onto themselves. Other values
** are shifted upward toward one if (b) is
** greater than one, and shifted downward
** toward zero if (b) is between zero and one.
**[/code:294mr0qg]
<img src="http://i52.tinypic.com/291ji3b.gif">
Also, I'm having issues with my EXP formula. If I raise it manually 1 point at a time, it adds up.
So let's say, I need 97 yo reach level 6. If add it 1 point at a time to my current Xp, I'll get me to level 6 when I get 97 XP. However, I just add 97 XP, it would put me at level 8.
[url=http://www.mediafire.com/?56ic5t4rhw02iyb]http://www.mediafire.com/?56ic5t4rhw02iyb[/url]
Try adding 1 point at a time (left click) until you reach level six. The restart and hit right click.

"qarp" and "cubic" expressions can do this. It's a bit more complicated than just setting the bias value though. If you want to control it with a bias variable you'll have to map it to one of the bezier control points yourself.

"qarp" and "cubic" expressions can do this. It's a bit more complicated than just setting the bias value though. If you want to control it with a bias variable you'll have to map it to one of the bezier control points yourself.

I think I've found the formula to graph those curves. You could also use qarp or cubic but I was having difficulty getting a curve with the exact shape.

Also, I'm having issues with my EXP formula. If I raise it manually 1 point at a time, it adds up.

So let's say, I need 97 yo reach level 6. If add it 1 point at a time to my current Xp, I'll get me to level 6 when I get 97 XP. However, I just add 97 XP, it would put me at level 8.

Try adding 1 point at a time (left click) until you reach level six. The restart and hit right click.

I maybe wrong, but are you now trying to raise the exp needed per level according to some curve? If so, just take the cap I gave to you in the other thread and change event 41 to... ah, it's easier to show it in the cap. Of course, you need to adapt the change rate, this example simply starts with 1 exp needed for level 1, another 2 for level 2 (3 in total), another 3 for level 3 (6 in total) and so on. Just paste your own values.