Item Drops based on Monster Levels using yanfly's monster level scale script.

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Started by Bloodmorphed 20 posts View original ↗
  1. 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?
  2. 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.
  3. 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.)
  4. 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
  5. 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"
  6. 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.
  7. How is yanfly's enemy level script related to controlling what an enemy drops to the point where it accomplishes the exact same things?
  8. 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.
  9. Here's what I'm referring to

    Bloodmorphed said:
    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?
    How is my script accomplishing the same thing as yanfly's enemy levels script?


    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.
  10. 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...
  11. 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.
  12. 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.
  13. Tsukihime said:
    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.

    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
  14. 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.
  15. Good point.

    Alright here is the script

    Spoiler
    Code:
    #==============================================================================## ▼ 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##==============================================================================
  16. It looks like all you need to say is

    Code:
    b.level
    And that will get the enemy's level.
  17. 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?
  18. I don't understand your question.


    If the enemy is level 1, it should not be dropping items from the second set.
  19. 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.