- Joined
- Sep 17, 2012
- Messages
- 1,466
- Reaction score
- 144
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- English
- Primarily Uses
This is what I have now:
#--------#Script By: Bloodmorphed#Difficulty Script v1.0##Change Log:#v1.0#Simple version. Checks difficulty and multiplies based on the difficulty, also#easily modified.####--------#-----------------# Determines what variable, and the multiplier based on difficulty## Feel free to edit these. Make sure you are using the right variable!#-----------------module Blood Difficulty_Settings = { #don't touch :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5], :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0], :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0], } #don't touch #-------------------------------------------------------------- # Variable to use. #-------------------------------------------------------------- module Variable Difficulty_Variable = 100 # Which variable to use? Default is 100 end #ends variableend #ends Blood #===============================================================================class Game_Enemy#=============================================================================== #----------------------------------------------------------------------------- # List Of Aliased Methods #----------------------------------------------------------------------------- alias :bloody_param
aram #----------------------------------------------------------------------------- # Method to determine value of enemies params based on difficulty. #----------------------------------------------------------------------------- def param(param_id) case $game_variables[Blood::Variable:
ifficulty_Variable] when 0 (bloody_param(param_id) * Blood:
ifficulty_Settings[:easy][param_id]).to_i when 1 (bloody_param(param_id) * Blood:
ifficulty_Settings[:normal][param_id]).to_i when 2 (bloody_param(param_id) * Blood:
ifficulty_Settings[:hard][param_id]).to_i when 3 (bloody_param(param_id) * Blood:
ifficulty_Settings[:insane][param_id]).to_i end #ends case end #ends defend #ends class
Thank you Dekita for that!
But the way it's set up now, I have no idea how to do sparams, which is where the Experience Rate is....
#--------#Script By: Bloodmorphed#Difficulty Script v1.0##Change Log:#v1.0#Simple version. Checks difficulty and multiplies based on the difficulty, also#easily modified.####--------#-----------------# Determines what variable, and the multiplier based on difficulty## Feel free to edit these. Make sure you are using the right variable!#-----------------module Blood Difficulty_Settings = { #don't touch :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5], :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0], :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0], } #don't touch #-------------------------------------------------------------- # Variable to use. #-------------------------------------------------------------- module Variable Difficulty_Variable = 100 # Which variable to use? Default is 100 end #ends variableend #ends Blood #===============================================================================class Game_Enemy#=============================================================================== #----------------------------------------------------------------------------- # List Of Aliased Methods #----------------------------------------------------------------------------- alias :bloody_param
Thank you Dekita for that!
But the way it's set up now, I have no idea how to do sparams, which is where the Experience Rate is....


