okay one question
you used the turn 0 to apply the difficulty states into the entire troops. but what happen when the enemy is dead, but the dead enemy was ressurected? did they also still get the applying difficulty states?
I'm not exactly sure what you are suggesting here? I haven't tested it on a resurrection enemy before, but you would need to event that to begin with so you would (probably) need to do it a bit different then what I have.
You might like to consider adding other parameters to the state. I think adjusting them as well makes the whole thing more balanced than just adjusting ATK and HP.
If you do that, though, making everything 200% would be a very tough challenge, so it might be better at 150%. Using this basic system could encourage people to customize their difficulty levels more. I use a script myself because I want to adjust exp, gold and drops as well. If I didn't I'd consider doing it this way.
Thank you for putting this out to encourage others.
You can do the EXP thing without the script but it would be a bit more of a hassle the way I am thinking of doing it, so it is best left untouched unless I can find a better way of doing it.
This is a very simple difficulty system. I could make a more complex one using this event system and so can other people. But as this is for new users I didn't want to get too complicated on them you know. Making one for advanced users isn't need as advanced users will know how and what to do, even better then me.
Also, balancing everything to those percentages would take some skill. Also in my game you would be slaughtered in insane difficulty right now. Also I am working on some sort of difficulty system to provide a EXP increase easily, so when I figure it out I'll update the tutorial. I have a few ideas on how to do this, you could probably do this with a script after the battle is over and calling a common event for a add experience formula. Though I'm not quite sure how to call common events after battles. Would you know how to do that?