Enemy Levels

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Started by Fimbulvinter 17 posts View original ↗
  1. ok, I've tried 2 Enemy Levels scripts.  one by Hime, one by Yanfly.  In both scripts, after installation, neither was telling me "Slime L10", or any equivilancy.  I've installed them just above "Main", as directed but neither script levels my opponents up, nor shows the appropriate information.

    Since my game is open-world exploration, I NEED enemies to scale with the player - what am I doing wrong here?  why don't my scripts work?
  2. Not sure about other scripts, but THIS one is very easy to use :)
  3. Did you try reading the information in Yanfly's script? At the beginning of the script, it tells you how to set everything up.
  4. Fimbulvinter said:
    ok, I've tried 2 Enemy Levels scripts.  one by Hime, one by Yanfly.  In both scripts, after installation, neither was telling me "Slime L10", or any equivilancy.
    And what did you do after you installed the scripts?
    In Tsukihime's script, you need to set the enemy formula and the effects by notetags and other scripts, and Yanfly's requires some configuration in the script itself - both aren't simple plug'n play, they require more work...
  5. notetags were noted, and set in appropriate "testing dummy" enemies I've set up for the sole purpose of, well, testing.  Also, Hime's says that if no enemy level notes exist, then it will default to L1 - which it didn't.

    I scrolled down to the configuration area in both scripts, and filled out the appropriate information - nothing happened.  No script errors, no extra messages in combat, nothing.

    I'll try that 3rd script, but the level growth looks like it might not work for me - I'm using Pokémon style statistics, so a static gain of 2.8, or whatever, might be an issue...I just hope that I can change the growths as nessecary.
  6. Did you save your project after inserting the scripts?
  7. I hit apply and OK, but I don't recall physically saving.  I'll try again, but with saving this time: see if that helps.
  8. Providing not properly saving the project is not the issue.

    You should make sure to start a new game in test made, don't load a past save.
  9. Many people add a battle script and then go test-play and wonder why things don't work.
  10. exactly that, Hime:  such was my problem - please forgive my ation.

     got the Yanfly script working (many thanks for the help), and tried to get my base stats going:  unfortunately, I'm using Pokemon statistics and growths, so I can't effectively use the same formula for HP as the other stats.  I tried putting in:

    0 => [:maxhp, 0.15, 30 + level]

    on line 142, which made sense to me at the time, but gave me an "unrecognized: Level" error.

    so, instead, I added in:

    if ParamID = 0
    then STAT_FORMULA = "(33 * base) * level/50 + 10 + level"
    else STAT_FORMULA = "(33 * base) * level/50 + 5"

    on lines 160-162, but not I'm getting an "unexpected end" error on line 614 (end of script)

    Unfortunately, I know just enough code to get me into trouble, it seems.  Is there a way to make this work, or do I have to use Hime's script?

    (no offense to your script, Hime, I do like it, a lot - but I don't think it's work well with enemies using PC classes or sharing a class with each other, as my game uses a lot of learn-by-book skills, and your action skill requirements seems like it'd conflict with that method.  unless I'm misunderstanding.)
  11. I'm not looking to recreate that aspect of Pokemon stats - my current growths assume neutral nature and 31IVs.  I'm just using them because I can tell, at a glance, how things will look in combat.

    essentially, training wheels for stat growth instead of endless testing and retesting.
  12. ahh I see.

    Your basically using their stat calculations as a means of ensuring a tried and tested formulas in the hope it will save time :p
  13. (no offense to your script, Hime, I do like it, a lot - but I don't think it's work well with enemies using PC classes or sharing a class with each other, as my game uses a lot of learn-by-book skills, and your action skill requirements seems like it'd conflict with that method. unless I'm misunderstanding.)
    Classes are not related to actors. They simply provide a template for the parameters and skills that you can learn at each level.


    Unless you mean enemies are learning skills using books?


    If an enemy and an actor should not share a class, then create two different classes.
  14. ok, to give an example: Paladin.  Easiest way would be to create a single Paladin class to be used commonly between PC and NPC paladins.

    PC Paladin has "Slashing Strike", which requires a sword, and is learned via book.  as I understand it, if I put "Slashing Strike" on the enemy Paladin, it won't use it because it doesn't meet the level requirement.

    please correct me if I'm wrong.  if the skills that need requirements are only ones that specifically say requirements, and I can add said skill on a whim, that's perfect for my needs.
  15. Yes, there are only level requirements for enemies.
  16. I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


    Please decide which script you would prefer to use, and provide a link so people can help you with the setup.