Enemies only give regular gold amount at all levels.

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slickdeath97

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I am using yanfly enemy level script. https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/enemy-levels/
I am having a problem because of the gold that the enemy drops. For this example I will use my slimes.
1600803317981.png
One slime drops 12 gold at level 1, but when it is at level 5 it is still only dropping 12 gold and not more.
How would I go at fixing this? Thanks for the help. Please note that I tried changing the values in the script and it still didn't change anything.
 

Oddball

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I don't see anything in the notetags that suggest it should drop extra gold. Are you sure you set up your note tags right?

Edit: where it says in the script 8 => [ :gold, 0.15, 10], try changing 10 to 1 and see what happens
 

Roninator2

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What notetags are you using for the slime? It should increase based on the DEFAULT GROWTH paramaters.
Or you can specify with notetags.
 

bgillisp

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You should have a line in the script setup that looks like this:

8 => [ :gold, 0.15, 10],

What did you set those numbers to?
 

slickdeath97

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You should have a line in the script setup that looks like this:

8 => [ :gold, 0.15, 10],

What did you set those numbers to?
The only numbers I changed was for the exp.
1600811294035.png
 

Oddball

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Like i said. change that 10 to a 1 on the gold line
 

bgillisp

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Yeah that will not be the issue, as the amount there is how much it is supposed to add per level if you set up nothing else.

I think the issue is a script compatibility myself. Something else has overwritten the def gold function so this one is not even running at all. That's my theory at least. Though to test it, do this:

Go into the script to the lines:

Code:
 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
Those show as lines 502 - 509 on the original script.

Between the line that says total and the line that says return add this:

msgbox_p("Hello!")

If it is even running this code you will get an annoying pop-up message after you win a fight that says hello. If you don't even get that, that means the code is not running at all, and something has overwritten it.
[TABLE]
[TR]
[TD][/TD]
[/TR]
[TR]
[TD][/TD]
[/TR]
[/TABLE]
 

slickdeath97

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Yeah that will not be the issue, as the amount there is how much it is supposed to add per level if you set up nothing else.

I think the issue is a script compatibility myself. Something else has overwritten the def gold function so this one is not even running at all. That's my theory at least. Though to test it, do this:

Go into the script to the lines:

Code:
 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
Those show as lines 502 - 509 on the original script.

Between the line that says total and the line that says return add this:

msgbox_p("Hello!")

If it is even running this code you will get an annoying pop-up message after you win a fight that says hello. If you don't even get that, that means the code is not running at all, and something has overwritten it.
[TABLE]
[TR]
[TD][/TD]
[/TR]
[TR]
[TD][/TD]
[/TR]
[/TABLE]
Ok, so I tried the code and nothing came up.
Here is my script list:
 

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bgillisp

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You posted your entire scripts rvdata, which means someone would have to install it in a project to use that. Any way you can do screenshots of the scripts instead?

Also be sure to delete the msgbox_p code too now unless you want to get annoyed once it starts working.
 

slickdeath97

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You posted your entire scripts rvdata, which means someone would have to install it in a project to use that. Any way you can do screenshots of the scripts instead?

Also be sure to delete the msgbox_p code too now unless you want to get annoyed once it starts working.
I am uploading my game folder right now, so that way people don't have to put the scripts in their own stuff. I will have it up asap.
 

Roninator2

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I think the issue is a script compatibility
You hit the nail on the head.
Simply putting his scripts into a test project and searching for def gold shows that Dr. Todd difficulty script is setting gold not aliasing it.

@slickdeath97 move the enemy levels - Yanfly to below Difficulty settings.
 

MushroomCake28

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