I could have missed something obvious in his scripts to allow this but. I want lets say If you kill a slime thats level 1-5 you get a Slime Drop, 6-10 you get a Slime ball. ETC ETC. Does his scripts allow this?
Item Drops based on Monster Levels using yanfly's monster level scale script.
● ARCHIVED · READ-ONLY
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Sorry to say it doesn't allow this :( i'm not quite sure But
you can make different enemies that drop different stuff (Like the same enemy copy and paste but change the drops)
The Player won't suspect a thing. -
Mmm I don't think that will work.. well anyways. I'm sure I could do this... but I would have to have 10 different Monsters per 1 I want. (Except for bosses of course.)
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You can try this
http://www.himeworks.com/2013/04/21/drop-item-sets/
Create different sets with appropriate conditions.
May be compatible. -
I'm wanting items to drop, can your script use items (not weapons or armor)
EDIT: oh nvm i thought that meant set as like set as in when you equip a certain amount of the sets you get a buff lol -
Ya the name isn't that great at this point.
Maybe I'll change it.
One suggestion that was given was "(item) drop table", which seems to be closer to the concept.
But I don't really want to go and change the note-tag as well, and I specifically chose the note-tag to be the same as the name of the script.
When I say "item" I refer to items, weapons, and armors.
If I'm referring to specifically things like potions or pop-tarts I would say "usable items" or "consumable items" -
I know that makes sense. But I was reading through your script, but I don't see how it would work with yanfly's script, I mean doesn't his script use it's own leveling system after the initial database stage? Or does it actually change it's level in the database? Because if it does, I may be able to get it work half-way, unless I can put his note tags in between yours. Although I'm not sure if your drop script does multiple drops and each having a percent chance, which I do need.
My game is strictly crafting, so I need to material drop perfect for it to work, :p . Although I may make a mining system as well, who knows.
EDIT:
Actually yours works almost i the same fashion as yanfly's, except I don't think yours can reward multiple drops at the same time?
Also, I have no idea how to use your formulas to make it "read" the troops average level. Or even an enemy. -
How is yanfly's enemy level script related to controlling what an enemy drops to the point where it accomplishes the exact same things?
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Because the whole point of this post is making things drop BASED on the level from which yanfly's script makes them.
Example: If your level 1, the mob will be level 1, and drop a stone. If your level 5 the mob is level 5 and it will drop a advanced stone. ETC ETC.
That has everything to do with his script. -
Here's what I'm referring to
How is my script accomplishing the same thing as yanfly's enemy levels script?Actually yours works almost i the same fashion as yanfly's, except I don't think yours can reward multiple drops at the same time?
The script I posted is to control drop items, not enemy levels.
Or are you NOT talking about yanfly's enemy levels script? Cause that's the only one I'm aware of that deals with enemy levels so if you're actually talking about something else then you need to say what you're using. -
Can't you just use his script and code the notetags like:
<drop-item set>
items: x, y, z
condition: enemy level >= 6 (This is not the real way to set the condition, you will have to find that in Yanfly's script most likely, but you get the concept... I hope)
</drop-item set>
See Tsuki's page for the exact note tag code, I just quickly read it and made that note tag above... -
I'm using yanfly's multiple drops script. Which is almost the same thing, unless I'm missing something. But if that actually works I may have to use that. Also Euphoria, I think I get what your saying, but the question is: "How" because I need the multiple drops. I need the mobs to drop more then 3-4 things at a time (or the potential to). Not only that when you get to level 10 (or higher) EVERYTHING that you have unlocked can, and will drop. So you will have all the drops you can get from level 1 in that item pool, as well as your current items.
The reasoning behind this is because the way I'm building my crafting system you will have to use EVERY item no matter which level. It being because to make a more advanced ingredient or because it's one of the base ones.
Also, I need to have full control over the percent of EVERY drop.
EDIT:
I think I need to clarify.
I'm using his scaling leveling script for mobs and his multiple drops.
My initial question was supposed to be:
Can I get these two scripts to work as if I could make multiple drops scale on levels as well. If that makes sense.
I don't think I could merge the two drop scripts together, but yeah :/. I do know you have a percentage drop in your script. But the problem remains if finding our how to make a the enemy level a condition from his level script. -
It was not obvious that you're using another script for the drops.
I don't know anything about yanfly outside of his battle system and his equip scene.
For my script, each set contains a bunch of potential drops.
Each drop has a probability assigned to them as a percentage.
All my script does is allow you to choose which set will be selected, based on conditions. The rest of the things such as specifying additional drops, are just bonus features.
So if you have a set that contains 10 items, and each item drops 50% of the time, then you can potentially get up to 10 items if you're lucky. -
Yeah sorry, I guess I was not being clear. My bad.It was not obvious that you're using another script for the drops.
I don't know anything about yanfly outside of his battle system and his equip scene.
For my script, each set contains a bunch of potential drops.
Each drop has a probability assigned to them as a percentage.
All my script does is allow you to choose which set will be selected, based on conditions. The rest of the things such as specifying additional drops, are just bonus features.
So if you have a set that contains 10 items, and each item drops 50% of the time, then you can potentially get up to 10 items if you're lucky.
Uhm, But can I actually make a condition from your script to read the level of the enemy, from yanfly's script? Because if I can, this will be perfect. Maybe a little annoying to set-up.. perhaps. But it will work -
I'm sure you can set the condition to read Yanfly's level, but it depends on the script, and I can't read scripting well enough to find that part out for you. Maybe if you link to the script someone with more knowledge of RGSS3 can help you find the right condition.
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Good point.
Alright here is the script
SpoilerCode:#==============================================================================## ▼ Yanfly Engine Ace - Enemy Levels v1.02# -- Last Updated: 2012.01.26# -- Level: Normal, Hard# -- Requires: n/a##==============================================================================$imported = {} if $imported.nil?$imported["YEA-EnemyLevels"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.01.26 - Bug Fixed: Duplication of stat growth rates per enemy.# 2012.01.24 - Added <hide level> notetag for enemies.# - Option to change Party Level function in Action Conditions to# enemy level requirements.# 2011.12.30 - Started Script and Finished.##==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# RPG's with enemies that level up with the party enforces the player to stay# on their toes the whole time. This is both a good and bad thing as it can# cause the player to stay alert, but can also cause the player to meet some# roadblocks. This script will not only provide enemies the ability to level up# but also allow the script's user to go around these roadblocks using various# tags to limit or slow down the rate of growth across all enemies.##==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.## -----------------------------------------------------------------------------# Skill Notetags - These notetags go in the skill notebox in the database.# -----------------------------------------------------------------------------# <enemy level: +x># <enemy level: -x># This causes the enemy to raise or drop x levels depending on the tag used.# The new level will readjust the enemy's stats (including HP and MP).## <enemy level reset># This resets the enemy's level back to the typical range it should be plus or# minus any level fluctuations it was given. This occurs before enemy level +# and enemy level - tags.## -----------------------------------------------------------------------------# Enemy Notetags - These notetags go in the enemies notebox in the database.# -----------------------------------------------------------------------------# <hide level># This notetag will hide the level of the enemy. If YEA - Enemy Target Info is# installed, the level will be revealed upon a parameter scan.## <min level: x># <max level: x># This will adjust the minimum and maximum levels for the enemy. By default,# the minimum level is 1 and the maximum level is whatever is set in the module# as MAX_LEVEL.## <set level: x># This will set the enemy's level to exactly x. It a sense, this is just the# usage of both the min and max level tags together as the same value.## <level type: x># Choosing a value from 0 to 4, you can adjust the different leveling rulesets# for the enemy. See the list below.# Type 0 - Lowest level of all actors that have joined.# Type 1 - Lowest level in the battle party.# Type 2 - Average level of the battle party.# Type 3 - Highest level of the battle party.# Type 4 - Highest level of all actors that have joined.## <level random: x># This will give the level a random flunctuation in either direction. Set this# value to 0 if you don't wish to use it. Adjust RANDOM_FLUCTUATION inside the# module to change the default fluctuation value.## <stat: +x per level># <stat: -x per level># <stat: +x% per level># <stat: -x% per level># This will raise or lower the stat by x or x% per level (depending on the tag# used). This will override the default growth settings found inside the module# hash called DEFAULT_GROWTH. You may replace stat with:# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, GOLD, EXP##==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.##==============================================================================module YEA module ENEMY_LEVEL #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Level Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the general level setup for your enemies from the # way levels appear in the game to the default maximum level for enemies, # to the way their levels are calculated by default, and the random level # fluctuation they have. If you want enemies to have different settings, # use notetags to change the respective setting. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This is how the level text will appear whenever enemy levels are shown. LEVEL_TEXT = "LV%s %s" # This is the maximum level your enemies can achieve. They cannot go higher # no exceptions. Adjust this accordingly to fit your game. MAX_LEVEL = 99 # Default level calculations for your enemies will be adjusted as such. # Type 0 - Lowest level of all actors that have joined. # Type 1 - Lowest level in the battle party. # Type 2 - Average level of the battle party. # Type 3 - Highest level of the battle party. # Type 4 - Highest level of all actors that have joined. DEFAULT_LEVEL_TYPE = 4 # If you want your enemies to have random +/- levels of some degree, change # this number to something other than 0. This is the default value. RANDOM_FLUCTUATION = 2 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Parameter Growth Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Here, you adjust how much stats grow for enemies by default, including # the formula used to calculate those stats. If you wish for enemies to # have different growth settings, use notetags to change them. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the default growth rates (not the base stat formula) # for each stat. These are the values that will exist for each enemy unless # defined otherwise by the tags inside their noteboxes. DEFAULT_GROWTH ={ # ParamID => [:param, per%, +set], 0 => [:maxhp, 0.15, 50], 1 => [:maxmp, 0.10, 10], 2 => [ :atk, 0.05, 5], 3 => [ :def, 0.05, 5], 4 => [ :mat, 0.05, 5], 5 => [ :mdf, 0.05, 5], 6 => [ :agi, 0.05, 5], 7 => [ :luk, 0.05, 5], 8 => [ :gold, 0.15, 10], 9 => [ :exp, 0.05, 10], } # Do not remove this. # The following hash will adjust each of the formulas for each base stat. # Adjust them as you see fit but only if you know what you're doing. # base - The base stat from the enemy database. # per - Growth rate which has not been yet converted to a percent. # set - Set growth rate. Modified # Default: "base * (1.00 + (level-1) * per) + (set * (level-1))" STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))" #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Party Level to Enemy Level Action Conditions - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Setting the below to true will cause the Party Level requirement under # Action Conditions in the Action Patterns list to become an Enemy Level # requirement. The enemy must be at least the level or else it cannot use # the listed action. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PARTY_LEVEL_TO_ENEMY_LEVEL = true end # ENEMY_LEVELend # YEA#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================module YEA module REGEXP module USABLEITEM LEVEL_CHANGE = /<(?:ENEMY LEVEL|enemy level):[ ]([\+\-]\d+)>/i LEVEL_RESET = /<(?:ENEMY LEVEL RESET|enemy level reset)>/i end # USABLEITEM module ENEMY LEVEL_TYPE = /<(?:LEVEL_TYPE|level type):[ ](\d+)>/i LEVEL_MIN = /<(?:MIN_LEVEL|min level|minimum level):[ ](\d+)>/i LEVEL_MAX = /<(?:MAX_LEVEL|max level|maximum level):[ ](\d+)>/i LEVEL_SET = /<(?:SET_LEVEL|set level|permanent level):[ ](\d+)>/i LEVEL_RAND = /<(?:LEVEL_RANDOM|level random):[ ](\d+)>/i GROWTH_PER = /<(.*):[ ]([\+\-]\d+)([%%])[ ](?:PER_LEVEL|per level)>/i GROWTH_SET = /<(.*):[ ]([\+\-]\d+)[ ](?:PER_LEVEL|per level)>/i HIDE_LEVEL = /<(?:HIDE_LEVEL|hide level)>/i end # ENEMY end # REGEXPend # YEA#==============================================================================# ■ Numeric#==============================================================================class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric#==============================================================================# ■ DataManager#==============================================================================module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_elv load_database; end def self.load_database load_database_elv load_notetags_elv end #-------------------------------------------------------------------------- # new method: load_notetags_elv #-------------------------------------------------------------------------- def self.load_notetags_elv groups = [$data_enemies, $data_skills, $data_items] for group in groups for obj in group next if obj.nil? obj.load_notetags_elv end end end end # DataManager#==============================================================================# ■ RPG::UsableItem#==============================================================================class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :level_change attr_accessor :level_reset #-------------------------------------------------------------------------- # common cache: load_notetags_elv #-------------------------------------------------------------------------- def load_notetags_elv @level_change = 0 @level_reset = false #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::USABLEITEM::LEVEL_CHANGE @level_change = $1.to_i when YEA::REGEXP::USABLEITEM::LEVEL_RESET @level_reset = true end } # self.note.split #--- end end # RPG::UsableItem#==============================================================================# ■ RPG::Enemy#==============================================================================class RPG::Enemy < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :hide_level attr_accessor :level_type attr_accessor :level_min attr_accessor :level_max attr_accessor :level_rand attr_accessor :level_growth #-------------------------------------------------------------------------- # common cache: load_notetags_elv #-------------------------------------------------------------------------- def load_notetags_elv @hide_level = false @level_type = YEA::ENEMY_LEVEL::DEFAULT_LEVEL_TYPE @level_min = 1 @level_max = YEA::ENEMY_LEVEL::MAX_LEVEL @level_rand = YEA::ENEMY_LEVEL::RANDOM_FLUCTUATION @level_growth = Marshal.load(Marshal.dump(YEA::ENEMY_LEVEL::DEFAULT_GROWTH)) #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::ENEMY::HIDE_LEVEL @hide_level = true when YEA::REGEXP::ENEMY::LEVEL_TYPE @level_type = $1.to_i when YEA::REGEXP::ENEMY::LEVEL_MIN @level_min = [$1.to_i, 1].max when YEA::REGEXP::ENEMY::LEVEL_MAX @level_max = [$1.to_i, YEA::ENEMY_LEVEL::MAX_LEVEL].min when YEA::REGEXP::ENEMY::LEVEL_SET @level_min = [[$1.to_i, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min @level_max = [[$1.to_i, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min when YEA::REGEXP::ENEMY::LEVEL_RAND @level_rand = $1.to_i #--- when YEA::REGEXP::ENEMY::GROWTH_PER case $1.upcase when "MAXHP", "MHP", "HP" type = 0 when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" type = 1 when "ATK", "ATTACK" type = 2 when "DEF", "DEFENSE" type = 3 when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" type = 4 when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" type = 5 when "AGI", "AGILITY" type = 6 when "LUK", "LUCK" type = 7 when "GOLD", "MONEY" type = 8 when "EXP", "EXPERIENCE", "XP" type = 9 else; next end @level_growth[type][1] = $2.to_i * 0.01 when YEA::REGEXP::ENEMY::GROWTH_SET case $1.upcase when "MAXHP", "MHP", "HP" type = 0 when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" type = 1 when "ATK", "ATTACK" type = 2 when "DEF", "DEFENSE" type = 3 when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" type = 4 when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" type = 5 when "AGI", "AGILITY" type = 6 when "LUK", "LUCK" type = 7 when "GOLD", "MONEY" type = 8 when "EXP", "EXPERIENCE", "XP" type = 9 else; next end @level_growth[type][2] = $2.to_i end } # self.note.split #--- end end # RPG::Enemy#==============================================================================# ■ Game_Battler#==============================================================================class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # alias method: item_user_effect #-------------------------------------------------------------------------- alias game_battler_item_user_effect_elv item_user_effect def item_user_effect(user, item) game_battler_item_user_effect_elv(user, item) apply_level_changes(item) if self.is_a?(Game_Enemy) end end # Game_Battler#==============================================================================# ■ Game_Enemy#==============================================================================class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias game_enemy_initialize_elv initialize def initialize(index, enemy_id) game_enemy_initialize_elv(index, enemy_id) create_init_level end #-------------------------------------------------------------------------- # new method: level #-------------------------------------------------------------------------- def level create_init_level if @level.nil? return @level end #-------------------------------------------------------------------------- # new method: level= #-------------------------------------------------------------------------- def level=(value) create_init_level if @level.nil? return if @level == value hp_rate = self.hp.to_f / self.mhp.to_f mp_rate = self.mp.to_f / [self.mmp, 1].max.to_f #@level = [[value, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min @level = [[value, @level].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min self.hp = (self.mhp * hp_rate).to_i self.mp = (self.mmp * mp_rate).to_i end #-------------------------------------------------------------------------- # new method: create_init_level #-------------------------------------------------------------------------- def create_init_level set_level_type @hp = mhp @mp = mmp end #-------------------------------------------------------------------------- # new method: set_level_type #-------------------------------------------------------------------------- def set_level_type @level = $game_party.match_party_level(enemy.level_type) @level += rand(enemy.level_rand+1) @level -= rand(enemy.level_rand+1) @level = [[@level, enemy.level_max].min, enemy.level_min].max end #-------------------------------------------------------------------------- # alias method: transform #-------------------------------------------------------------------------- alias game_enemy_transform_elv transform def transform(enemy_id) game_enemy_transform_elv(enemy_id) create_init_level end #-------------------------------------------------------------------------- # new method: apply_level_changes #-------------------------------------------------------------------------- def apply_level_changes(item) create_init_level if item.level_reset self.level += item.level_change end #-------------------------------------------------------------------------- # alias method: param_base #-------------------------------------------------------------------------- alias game_enemy_param_base_elv param_base def param_base(param_id) base = game_enemy_param_base_elv(param_id) per = enemy.level_growth[param_id][1] set = enemy.level_growth[param_id][2] total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA) return total.to_i end #-------------------------------------------------------------------------- # alias method: exp #-------------------------------------------------------------------------- alias game_enemy_exp_elv exp def exp base = game_enemy_exp_elv per = enemy.level_growth[8][1] set = enemy.level_growth[8][2] total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA) return total.to_i end #-------------------------------------------------------------------------- # alias method: gold #-------------------------------------------------------------------------- alias game_enemy_gold_elv gold def gold base = game_enemy_gold_elv per = enemy.level_growth[9][1] set = enemy.level_growth[9][2] total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA) return total.to_i end #-------------------------------------------------------------------------- # alias method: name #-------------------------------------------------------------------------- alias game_enemy_name_elv name def name text = game_enemy_name_elv if add_level_name? fmt = YEA::ENEMY_LEVEL::LEVEL_TEXT text = sprintf(fmt, @level.group, text) end return text end #-------------------------------------------------------------------------- # new method: add_level_name? #-------------------------------------------------------------------------- def add_level_name? if $imported["YEA-EnemyTargetInfo"] && show_info_param? return true end return false if enemy.hide_level return true end #-------------------------------------------------------------------------- # overwrite method: conditions_met_party_level? #-------------------------------------------------------------------------- if YEA::ENEMY_LEVEL::PARTY_LEVEL_TO_ENEMY_LEVEL def conditions_met_party_level?(param1, param2) return @level >= param1 end end end # Game_Enemy#==============================================================================# ■ Game_Party#==============================================================================class Game_Party < Game_Unit #-------------------------------------------------------------------------- # new method: match_party_level #-------------------------------------------------------------------------- def match_party_level(level_type) case level_type when 0; return all_lowest_level when 1; return lowest_level when 2; return average_level when 3; return highest_level else; return all_highest_level end end #-------------------------------------------------------------------------- # new method: all_lowest_level #-------------------------------------------------------------------------- def all_lowest_level lv = all_members.collect {|actor| actor.level }.min return lv end #-------------------------------------------------------------------------- # new method: lowest_level #-------------------------------------------------------------------------- def lowest_level lv = members.collect {|actor| actor.level }.min return lv end #-------------------------------------------------------------------------- # new method: average_level #-------------------------------------------------------------------------- def average_level lv = 0 for member in all_members; lv += member.level; end lv /= all_members.size return lv end #-------------------------------------------------------------------------- # overwrite method: highest_level #-------------------------------------------------------------------------- def highest_level lv = members.collect {|actor| actor.level }.max return lv end #-------------------------------------------------------------------------- # all method: all_highest_level #-------------------------------------------------------------------------- def all_highest_level lv = all_members.collect {|actor| actor.level }.max return lv end end # Game_Party#==============================================================================## ▼ End of File##============================================================================== -
It looks like all you need to say is
Code:And that will get the enemy's level.b.level -
So the line would look like this:
Condition: b.level >= 1
ETC, ETC
EDIT:
Okay so it works.... kind of.
Here is the note tag:
<set level: 2><drop-item set> priority: 7 condition: b.level >= 1 drop: w1 1.0</drop-item set><drop-item set> priority: 7 condition: b.level >= 2 drop: w2 1.0</drop-item set>
Now if I set level to 1, it will drop the first set. But if I keep it as is, it will only drop the item from the second set like this. Would I need to change the priority? -
I don't understand your question.
If the enemy is level 1, it should not be dropping items from the second set. -
It is not. The way it should be working (in my head)
Those note tags, like it is in that post. Should have a 100% chance to drop weapon 1, and weapon 2, if the mob is level 2 or greater. I have the mob set at two. But only my weapon 2 drops. Not weapon 1. If I set the level back to 1, weapon 1 drops, and weapon 2 doesn't (Which is what I want) It just doesn't work the other way around.