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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 :param  #-----------------------------------------------------------------------------  # Method to determine value of enemies params based on difficulty.  #-----------------------------------------------------------------------------   def param(param_id)    case $game_variables[Blood::Variable::Difficulty_Variable]      when 0        (bloody_param(param_id) * Blood::Difficulty_Settings[:easy][param_id]).to_i      when 1        (bloody_param(param_id) * Blood::Difficulty_Settings[:normal][param_id]).to_i      when 2        (bloody_param(param_id) * Blood::Difficulty_Settings[:hard][param_id]).to_i      when 3        (bloody_param(param_id) * Blood::Difficulty_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.... 

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