[Ace] Difficulty Script v5.0 **UPDATED****NEW**

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Started by Bloodmorphed 50 posts Page 2 of 3 View original ↗
  1. Aha! Now it works just fine. Thank you very much! *bows*
  2. Lunawyn said:
    Ok it doesn't give me the error anymore, thanks :D

    Now I've got the only problem that when I don't want an enemy to drop gold, I set it to 0 in the Enemy section of course, but when I win a battle it still drops 1 gold.

    I tried setting it to 0 in the script, too but that didn't work somehow. >_>

    Am I doing something wrong? ._.
    I see you have it fixed. I was wondering if I should remove that or not. I suppose I could, as I only did the +1 for stats so they would never reach 0. I will take it out.

    EDIT:

    Removed the +1 for gold and XP to avoid confusion, and also to let the creator to use 0 for xp and gold gain in battles.

    Fixed a mistype in the When statements. This mistype made the game crash. Should be fixed now.
  3. What are the terms of use for this script? Is use in a commercial game allowed?
  4. Credit:


    Bloodmorphed for writing it.


    Dekita for his major guidance in the process.


    Use it as you please, with credits of course.
  5. What he said ^.

    As long as you give the proper credit (Me) And Dekita (Although I doubt he really wants it) I would like for you to, as he did have a big part in writing this. Apart from that, use it as you wish, commercial or not.
  6. I was wondering if I could use this script to change the difficulty of the enemies based on the number of party members.
  7. alexthejester said:
    I was wondering if I could use this script to change the difficulty of the enemies based on the number of party members.
    Probably, but I would have to change it a bit.

    I'll see if I have time for it later.
  8. Bloodmorphed said:
    Probably, but I would have to change it a bit.

    I'll see if I have time for it later.
    Okay, thank you! -^^- Take your time, don't feel any obligation or anything~ I think it's amazing enough that someone can even write a simple script ^^; It's a language I don't think I'll ever be able to learn haha~
  9. Updated!

    -Condensed the script down some (reduced some line lengths.)
    -Added an option to use the party size for the difficulty.

    If you enable the party part, you need to keep Use_Enemy set as true. You will also have no need to create an event for this.

    Setting all three options to 'false' without '' will disable the script.

    Thank Sixth for this :p , as he told me how to do it.

    EDIT:

    Also, I briefly tested this as I have little time this week. If there are bugs please post here. However as I will be busy until late next week I can't guarantee it being fixed in a timely manner.
  10. Bloodmorphed said:
    Updated!

    ...
    Awesome, thank you. Quick question... Do I only have to set 'Use_Party' to true? Do I have to put any notes with the enemies or edit any other sections in the script?
  11. Use_Enemy = true         #Use enemy edits? Default is trueUse_Actor = false        #Use actor edits? Default is falseUse_Party =true        #Use Party? Default is false
    You have to use use_enemy as true and party as true. The reason you have to have it this way is because the way I have set it up. 

    No events, no notes, nothing else is needed for this situation.

    You would only need to create an event if you used Actor by itself, Enemy by itself, or both Actor and Enemy together. All party does is read how many people are in party (max of 4) and scales the enemies based on that.

    Good luck!
  12. All party does is read how many people are in party (max of 4) 
    Would you ever consider increasing that maximum, or is it too complicated/time consuming?

    Thanks.
  13. Uhm, not really hard. I can just make use of a variable. Unfortunately though, I may have to re-write some of it to work with a higher number. If you readon through the script as is it goes off a variable and based on that variable it multiplies the params.

    I'll see what I can do though. Also it is battle members, not party members, just for clarification.
  14. Okay, so here is "fluffy" update, this post will be long, but do not worry, it is also in the script, so you may read the instead!

    Added Features:

    -Full Customization (Goes into detail further later)

    -Full battle members "flexibility" meaning you change the max, can be 1 or can be 10, you choose.

     This is a decently big change. This version completely enables full
    customization. There is no longer set in stone rules, if you want higher then
    4 difficulties all you have to do is add them! I have also enabled you to use
    more then 4 battlers for difficulties. You just have to change it where it
    is needed.
    It's Located in Script: Game_Party (Line 72) Change the return 4 to whatever.

     Now a little bit how it works now.

    #    Param_Settings = { #don't touch#     Corresponding Params:#               MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK#      :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#      } #don't touch This is the old way I have it, it will stay the same... unless you want to
    change it. You can even change the name of them, for example :easy could be
    renamed to :normal


     Here is an example:

    #    Param_Settings = { #don't touch#     Corresponding Params:#               MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK#      :normal => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      :medium => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#      :impossible = > [6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0],#      } #don't touch See how I changed the name of two, AND created another one? Yup that works.

    Now, while this will work seamlessly for using the Party, very easily, you
    have to know what the variable you will be corrisponds to what.

     Let's say this is our Enemy settings, which is set to 99 variable by default.

     When this is set to 0 it pulls from :normal
     1 = :medium
     2 = :hard
    See, easy, right? So be sure to if you do this by events and not party to
    use the right setting you want to!

    ```NOTICE````NOTICE!!!!!!
    If you change ANYTHING on one thing, you MUST change it on everything!


    (otherwise you will either get errors, or weird changes)
    If you re-name :easy in one thing, you must re-name it in all things. If you also
    make a new difficulty such as :impossible above, you MUST make it every where else, as well.


    It must have the same order as well.
  15. This looks like the work of a genius.

    Unfortunately I'm much too far into my present project to switch scripts (I think. I shall have to look) but I shall definitely switch for my next project.
  16. I see you made it. :)


    You forgot to mention a little detail in your explanations.


    If you make a new difficulty setting you must add the new setting for all of the settings (param,exp,gold,etc) or else there will be crashes.


    Same with changing the names of the difficulties, you must change it for all of the difficulties.


    Another major part in setting new difficulties up is that all of the settings in the script must have the same order or else you will get some unexpected difficulty changes during game. So, if the gold settings have this order: :easy, :normal, :hard, :insane, than the other settings must have the same order.


    You should probably mention these to avoid the possible confusion in advance.
  17. Bloodmorphed said:
    #    Param_Settings = { #don't touch#     Corresponding Params:#               MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK#      :normal => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      :medium => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#      :impossible = > [6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0],#      } #don't touch
    I'm assuming that these stats work on a multiplier and for enemies only. If so, then it's almost perfect, But I want to be able to adjust them for the players party per difficulty as well + the option to enable hardcore mode as well which is exactly what I am trying to get right here.
  18. Sixth said:
    I see you made it. :)

    You forgot to mention a little detail in your explanations.

    If you make a new difficulty setting you must add the new setting for all of the settings (param,exp,gold,etc) or else there will be crashes.

    Same with changing the names of the difficulties, you must change it for all of the difficulties.

    Another major part in setting new difficulties up is that all of the settings in the script must have the same order or else you will get some unexpected difficulty changes during game. So, if the gold settings have this order: :easy, :normal, :hard, :insane, than the other settings must have the same order.

    You should probably mention these to avoid the possible confusion in advance.
    'Doh I'm a dumb, lol.

    StarWarrior00 said:
    I'm assuming that these stats work on a multiplier and for enemies only. If so, then it's almost perfect, But I want to be able to adjust them for the players party per difficulty as well + the option to enable hardcore mode as well which is exactly what I am trying to get right here.
    I have this option, read my whole script. There is a party option, unless I misunderstood what exactly your shooting for.
  19. Bloodmorphed said:
    I have this option, read my whole script. There is a party option, unless I misunderstood what exactly your shooting for.
     You failed to answer my question. it works on a multiplier system right?

    I'm talking about setting individual multipliers for characters as well.
  20. StarWarrior00 said:
     You failed to answer my question. it works on a multiplier system right?

    I'm talking about setting individual multipliers for characters as well.
    Yes it works on a multiplier, and no you can't do it for each individual character.

    The party system is battle members, so in that way it kind of does. But if you are wanting to make it harder for one character from another, no you can't do that without an event with this. Are you wanting to have a party, or able to change the main character and have one player the whole game. If you did this, yes you could control the difficulty of each individual.