Hello everyone, I have written a difficulty script, I know this is said without a script, but for the people who are interested here it is:
http://forums.rpgmakerweb.com/index.php?/topic/31237-ace-difficulty-script-v20/?p=303429
For the people who are still interested in a Evented difficulty system, let me know and I'll try to iron out the bugs and stuff, or whatever it may be on this one.
Creating a Difficulty Settings without a script!
● ARCHIVED · READ-ONLY
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Seems easy enough.
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Thank you, never even thought this would be possible.
You can learn a lot here. Thank you for sharing. :) (\s/) -
Is it possible to do this as a parallel process common event? I'm currently seeing if it's possible as we speak.
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Is it more efficient (performance wise) to change difficulty like this or as a script?
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@sarkocreme:
I don't think you have to worry about performance here.
The difficulty system does not affect parts of the game that are constantly executed, so most of the time it shouldn't affect the performance at all. The system comes into effect whenever an enemies parameter value is checked (for example during action result calculation), but the time increase is minimal.
The biggest "impact" is probably the implicit 1-frame-wait at the end of each event, thus calling a battle event during "Turn 0" will delay the battle start by ~20 milliseconds. -
Is it possible to do this as a parallel process common event? I'm currently seeing if it's possible as we speak.
No, because you can't access battle scene without any script calls.
And I'm not sure, if there are allready script calls implemented for this or it allready needs new ones. :)
Is it more efficient (performance wise) to change difficulty like this or as a script?
I didn't seen any performance hits. Only if you use a hp bar script, you see how the bars are getting "bigger" and filled up again.
With script you don't have this issue. :)
But scripts are harder to configure if you're new to script edits. May some can correct me, if I was wrong about the performance. ;) (\ô/) -
Muchas gracias!
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Hi @Bloodmorphed thanks for this tutorial. Good stuff. Can I ask if I would like Easy to gain more EXP and Hard to gain less, how do we go about doing so? I tried using SP-Parameter Experience but it's not working. I am trying not to use plugin because I'm using MZ and your tutorial works perfectly fine for me. I just can't figure out the EXP part. I tried putting states in Player side to gain more EXP but that doesn't seem to work either.I see people asking for difficulty setting here and there and people answer it. Well I'm going to show how to make a difficulty setting without the need for complicated scripts. This tutorial is more for newer people then vets as I'm sure you would know how to do this. Also I haven't seen a tutorial on this at all.
So here it goes!
First you want to figure out your settings lets go with something simple for this tutorial
Easy
Normal
Hard
Now that we have this down lets do our states.
Make an Easy State:

Make a Hard State:

Why not make a normal state? Well normal is the normal mode and it will be the default difficulty.
Then what you are going to have to do is have the player Choose their difficulty.

After you have had the player pick their difficulty, it is time to make sure if it is easy or hard the enemy troop has either the EASY or HARD state!

I hope this is helpful to the new guys around here. I hope it is easy to comprehend and I hope you like it! Cheers!
EDIT:
For the people who are interested in a Script for this, I have written one here:
http://forums.rpgmakerweb.com/index.php?/topic/31237-ace-difficulty-script-v20/?p=303429
Can this part be done without a plugin? Maybe something like this?
$gameActors.actor(actorId).gainExp(n*150%);