YEP Enemy Levels ignoring Notetags?

● ARCHIVED · READ-ONLY
Started by Icenick 10 posts View original ↗
  1. Im trying to make a zone where enemies cannot pass a certain level also some enemies are always at a fixed level however when I use the notetags.
    <Static Level: x> it does not work
    also
    <Minimum Level: x>
    <Maximum Level: x>
    does not work either


    http://yanfly.moe/2016/01/29/yep-64-enemy-levels/
  2. I believe you won't get a satisfying answer without any further detail.

    First, I don't even know what do you mean by "it does not work" ? It could mean the whole plugin doesn't work OR only that particular command OR you don't know where to put it OR there are incompatibility with other similar plugin. Make sure which is it.

    But then If you already have the link, then you should have already watch the video explanation. So I assume that you understand how to use the plugin, because there should be no problem if you follow the explanation carefully.
  3. Kuro DCupu said:
    I believe you won't get a satisfying answer without any further detail.

    First, I don't even know what do you mean by "it does not work" ? It could mean the whole plugin doesn't work OR only that particular command OR you don't know where to put it OR there are incompatibility with other similar plugin. Make sure which is it.

    But then If you already have the link, then you should have already watch the video explanation. So I assume that you understand how to use the plugin, because there should be no problem if you follow the explanation carefully.

    Fair enough:
    My actor is level 3
    I put the following tags;
    <Static Level: 1> on first enemy wanting him to be a weakling, but when I go in combat the level ranges from 1-3

    <Minimum Level: 1> these two tags on the next enemy but this enemy lvl ranges from 1-4 during my testing
    <Maximum Level: 2>

    I just want to know how to set an enemy level to not longer scale with actors. I tried yet it is not working it is scaling to my level
  4. please give a screenshot of your plugin manager and open your project's rpg_core.js file with a texteditor to check its version number. That version number is not automatically the same as your editor, and we need that number as well as a list of all plugins to check for compatibility.
  5. Andar said:
    please give a screenshot of your plugin manager and open your project's rpg_core.js file with a texteditor to check its version number. That version number is not automatically the same as your editor, and we need that number as well as a list of all plugins to check for compatibility.

    rpg_core.js v1.5.1
  6. Check the plugin parameters for enemy level variance. It's giving you a little rng say if you battle with a level 12 character I bet your enemy will still be 1-3 because of the variance.
  7. OnslaughtSupply said:
    Check the plugin parameters for enemy level variance. It's giving you a little rng say if you battle with a level 12 character I bet your enemy will still be 1-3 because of the variance.

    And what should they be? I dont understand
    <Static Level: x>
    This sets the enemy's starting level to exactly x. This will cause the
    enemy, upon the start of battle, to adjust levels within this particular
    range. Any skills that alter enemy levels are able to bypass these limits
    unless if it were to bypass the maximum cap.
    Does this mean I should set enemy level to -2 if I want it to be level 1?
  8. @Icenick
    No - read your own screenshot, the two lines below the one you marked.
    Positive fluctuation means that the used level can be up to 2 levels above the stated average, negative fluctuation states that the used level can be up to 2 levels below the stated party level.

    If you want the enemy levels always at exactly the average, both values need to be zero.
  9. Static sets the starting level before fluctuations, it's weird, I had the same issue before I figured it out.
  10. Andar said:
    @Icenick
    No - read your own screenshot, the two lines below the one you marked.
    Positive fluctuation means that the used level can be up to 2 levels above the stated average, negative fluctuation states that the used level can be up to 2 levels below the stated party level.

    If you want the enemy levels always at exactly the average, both values need to be zero.

    Ah perfect thanks Andar! This makes sense now. It works as well or so far as I tested.
    However the enemies are always my level now which I understand why but is there a way to give it fluctuation?
    I put
    <Minimum Level: 1>
    <Maximum Level: 4> with my current level of 3, they are always 3. Any way I can make it random from 1-4?