Dr. Todd's Difficulty Selection + Yanfly Enemy Levels Question

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Hello RPG Maker scripters,

I have the script Difficulty Selection made by Dr. Todd. (the version where exp,gold, and drops are used)

found here: http://forums.rpgmakerweb.com/index.php?/topic/2789-difficulty-selection/?p=147091

and I also have Yanfly Enemy Levels: (found here: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Enemy_Levels.rb)

Difficulty Selection script overwrites the gain in exp/gold from Enemy Levels.

Which brings up my question:

How would I make them support each other?

Also how would I have the base from Enemy Levels be considered and then have the multiplier from Difficulty Selection in affect?

 

Also I'm not a scripter, (Although I'm learning how to) So if you could point me to the right direction, that'll be great.
 
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xein

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Use only yanfly's.

Request a scene for simple selection.

Or just event it

Easy = 0 levels increase

Normal = 5 levels increase

Hard = 10 levels increase

Set the level increase to a variable.

Have someone modify yanfly's to add the variable to the enemy levels / parameter calculations / exp / gold / drops / etc
 
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That is a wonderful idea! However I would like them to both work in conjunction. Like Difficulty settings automatically adjusts the exp and gold along with the parameters based on difficulty.

So let's say I have a NORMAL (Default) Lv. 2 Slime (through enemy levels)

Its stats are:

ATK: 12

DEF: 4

MAT: 8 

MDF: 8

AGI : 10

LUK: 10

(I can check this through yanfly's target info)

What I want Difficulty Selection to do is look at the stats of this slime and if I am playing on easy. Which cuts the stats in half turn it to this.

EASY Lv. 2 Slime

ATK:  6  (12) 

DEF:  2  ( 4) 

MAT:  4  ( 8) 

MDF:  4  (8) 

AGI :  5 (10)

LUK:  5 (10)

Does that make sense?

EDIT: Turns out it does that already, however i've come to another problem. What is the script call for accessing the enemy's level. here is yanfly's script. :  https://github.com/A...nemy_Levels.rb

I don't know what I need to call. ._. (e.g. enemy.level <- this doesn't work)

EDIT2: Fixed my issue. If anyone wants to know, I'll share it with you another time.
 
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