Enemy Challenge for Experience

Discussion in 'RGSS Scripts (RMXP)' started by DerVVulfman, Nov 28, 2019.

  1. DerVVulfman

    DerVVulfman Resident Werewolf Veteran

    Messages:
    314
    Likes Received:
    150
    First Language:
    English
    Primarily Uses:
    RMXP
    Enemy Challenge for Experience
    Version: 1.0​



    Introduction

    Tired of letting gamers grind away hours fighting weaker monsters so they can level themselves up? Do you want to make sure they may only increase their character's levels by fighting monsters tough enough to give them a real threat? Then this script is for you.

    Inspired by a feature from iishenron's RPGMaker 2000 game "Three the Hard Way", this system calculates the combined statistics of every enemy in a troop to that of the heroes in the party. And as long as the enemy is not too weak, the party gets experience for the enemy's defeat.

    VANCE*: "But if I decide to spend the next two years fighting slimes to build myself up..."
    * The main hero of "Three the Hard Way"

    Clearly, this is not going to happen with this script.



    Script
    Code:
    #==============================================================================
    # ** Enemy Challenge for Experience
    #------------------------------------------------------------------------------
    #    version 1.0
    #    by DerVVulfman
    #    11-24-2019 (MM-DD-YYYY)
    #    RGSS / RPGMaker XP
    #=============================================================================
    #
    #  INTRODUCTION:
    #
    #    Tired of letting gamers grind away hours fighting weaker monsters so they
    #    can level themselves up?  Do you want to make sure they may only increase
    #    their character's levels by fighting monsters tough enough to give them a
    #    real threat?  Then this script is for you.
    #
    #    Inspired by a feature from iishenron's RPGMaker 2000 game "Three the Hard
    #    Way", this system calculates  the combined statistics of every enemy in a
    #    troop to that  of the heroes in the party.  And as long  as the enemy  is
    #    not too weak, the party gets experience for the enemy's defeat.
    #
    #    VANCE*:  "But if I decide  to spend the next two years fighting slimes to
    #             build myself up..."
    #             *The main hero of "Three the Hard Way"
    #
    #    Clearly, this is not going to happen with this script.
    #
    #------------------------------------------------------------------------------
    #
    #  INSTALLATION:
    #
    #    If you are not using a custom battlesystem or script that alters the main
    #    method of  Scene_Battle,  paste this script  below Scene_Debug  and above
    #    main.  And then paste the example 'patch' below this script.
    #
    #    If you are using a custom battlesystem  or you have  a script that alters
    #    Scene_Battle,  place this script  and the patch  below the custom battle-
    #    system script.
    #
    #    Please note that the fore-mentioned  'patch'  is a copy of Scene_Battle's
    #    own 'start_phase5' method with the simplest of edits.   There is only one
    #    added line within the patch (not including the comments).   This one line
    #    eliminates any exp point gain if the troop isn't enough of a challenge.
    #
    #    If it is not possible to use this patch because your custom battlesystem
    #    alters this method,  just insert the below code  into your custom battle-
    #    system script  after the point  where the enemy's experience point s have
    #    been totaled, but before the heroes gain the experience:
    #
    #        # Erase Exp Gain if not a challenge
    #        exp = 0 unless @e_stat_challenge == true
    #
    #    This would be the only direct edit you would need.
    #
    #=============================================================================
    #
    #  USAGE
    #
    #    The system is based heavily upon automation.  In that, it is designed to
    #    calculate the stats of your enemies and party members  without any inter-
    #    ference.  With this, only the configuration values may come into play.
    #
    #    You can have pre-defined enemy stat scores  rather than have the figures
    #    be calculated.   This is done by adding a comment into the first page of
    #    your enemy troop. The comment is the letters 'EC' followed by the score.
    #    As an example, a comment of EC5300 sets the troop's stat total to 5300.
    #
    #    If it is not possible to use this patch because your custom battlesystem
    #    Finally you can disable the system for any troop, this done by using the
    #    same comment system.  A comment of EC-1  sets the troop stat total to -1
    #    and thus tells the system to ignore stat comparisons.
    #
    #
    #=============================================================================
    #
    #  CONFIGURATION
    #
    #    The 'EChallenge' module has the values which you would need to alter
    #    to suit your tastes.
    #
    #    * DEBUG_SHOW:       This basically  just turns  on/off  a pop-up  window
    #                        showing your party's  accumulated stat score  versus
    #                        the stat score of the enemy encountered.
    #
    #    * SKILLS:           This enables/disables  the system that determines if
    #                        enemy and actor skills are used in the calculations.
    #
    #    * MULTIPLIER:       This allows you  to increase the enemy's accumulated
    #                        stat score befor it is compared to the actor's. This
    #                        way, weaker enemies may still be viable for exp point
    #                        gain.  DEFAULT set to 1.5
    #    * ENEMY_SKILL_MULT: This  allows you  to increase  the calculated  skill
    #                        power score  for your enemies before it is  added to
    #                        their total accumulated score.
    #
    #    * ACTOR_SKILL_MULT: This  allows you  to increase  the calculated  skill
    #                        power score  for your actors  before it is  added to
    #                        their total accumulated score.
    #
    #
    #=============================================================================
    #
    #  CREDITS AND THANKS
    #
    #    Thanks to iishenron for the inspiration for this system.
    #
    #=============================================================================
    #
    #  TERMS AND CONDITIONS
    #
    #    Free for use, even within commercial products. Due credit is required.
    #
    #=============================================================================
    
    
    
    
    module EChallenge
    
    
      # BASICS
        DEBUG_SHOW        = false   # If you see the comparison at battle start
        SKILLS            = true    # If actor/enemy skills are even counted
     
      # MULTIPLIERS
        MULTIPLIER        = 1.5     # Basic multiplier for enemy
        ENEMY_SKILL_MULT  = 1.5     # Increase/decrease in points for enemy skill
        ACTOR_SKILL_MULT  = 1.0     # Increase/decrease in points for actor skill
    
    
    end
    
    
    
    #==============================================================================
    # ** Game_Actor
    #------------------------------------------------------------------------------
    #  This class handles the actor. It's used within the Game_Actors class
    #  ($game_actors) and refers to the Game_Party class ($game_party).
    #==============================================================================
    
    class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :weapon_id                # weapon ID
      attr_accessor :armor1_id                # shield ID
      attr_accessor :armor2_id                # helmet ID
      attr_accessor :armor3_id                # body armor ID
      attr_accessor :armor4_id                # accessory ID
    end
    
    
    
    #==============================================================================
    # ** Scene_Battle
    #------------------------------------------------------------------------------
    #  This class performs battle screen processing.
    #==============================================================================
    
    class Scene_Battle
      #--------------------------------------------------------------------------
      # * Start After Battle Phase
      #--------------------------------------------------------------------------
      alias enemychallenge_battle_main main
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Run enemy stat comparizon
        comparative_stats
        # Perform the original call
        enemychallenge_battle_main
      end
      #--------------------------------------------------------------------------
      # * Actor / Enemy Comparative Stats
      #--------------------------------------------------------------------------
      def comparative_stats
        # Iniitalize values
        enemy_stats = 0
        actor_stats = 0
        # Acquire Troop Data
        troop_id    = $game_temp.battle_troop_id
        troop       = $data_troops[troop_id]
        # Use a comment for the stat challenge value
        page = troop.pages[0]
        list = page.list
        for items in list
          if items.code == 108
            param = items.parameters
            param_text = param[0].upcase
            if param_text.slice(0,2) == "EC"
              len = (param_text.length) - 2
              enemy_stats = (param_text.slice(2,len)).to_i
            end
          end
        end
        # If the predefined comment is -1 (the system is ignored)
        if enemy_stats == -1
          if EChallenge::DEBUG_SHOW == true
            text = "Challenge is ignored"
            print text
          end
          @e_stat_challenge = true
          return
        end
        # If no predefined comment
        if enemy_stats == 0
          skill_mult    = EChallenge::ENEMY_SKILL_MULT
          enemy_stats   = comparative_stats_enemy(troop, skill_mult)
        end
        # Acquire active/living party member stats
        skill_mult    = EChallenge::ACTOR_SKILL_MULT
        actor_stats   = comparative_stats_actor(skill_mult)
        # Display a popup showing enemy/actor points and if a challenge
        if EChallenge::DEBUG_SHOW == true
          text = "Enemy: " + (enemy_stats.to_s) + " / Actor: " + (actor_stats.to_s)
          text += "\nThis is a challenge" if enemy_stats >= actor_stats
          print text
        end
        # Now Compare stats
        @e_stat_challenge = false
        @e_stat_challenge = true    if enemy_stats >= actor_stats
      end
      #--------------------------------------------------------------------------
      # * Actor / Enemy Comparative Stats : Troop Version
      #     troop      : enemy troop
      #     skill_mult : enemy's multiplier value for skill power
      #--------------------------------------------------------------------------
      def comparative_stats_enemy(troop, skill_mult=1.0)
        total_stats = 0
        stat        = 0
        sklstat     = 0
        # Acquire troop enemy stats
        for i in 0...troop.members.size
          enemy = $data_enemies[troop.members[i].enemy_id]
          next if enemy.nil?
          stat += enemy.str
          stat += enemy.dex
          stat += enemy.agi
          stat += enemy.int
          stat += enemy.atk
          stat += enemy.pdef
          stat += enemy.mdef
          stat += enemy.maxhp
          stat += enemy.maxsp
          next unless EChallenge::ACTOR_SKILL_MULT == true
          # Special:  Acquire skill power
          for action in enemy.actions 
            next unless action.kind == 1
            skill = action.skill_id
            next if skill.nil?
            next if $data_skills[skill].nil?
            power = $data_skills[skill].power
            sklstat += power if power > 0
          end
        end
        # Multiplier for Enemy Skill Power
        sklstat *= skill_mult
        # Combine all enemy stats
        total_stats += stat + sklstat
        total_stats *= EChallenge::MULTIPLIER
        return total_stats
      end
      #--------------------------------------------------------------------------
      # * Actor / Enemy Comparative Stats : Troop Version
      #     skill_mult : enemy's multiplier value for skill power
      #--------------------------------------------------------------------------
      def comparative_stats_actor(skill_mult=1.0)
        total_stats = 0
        stat        = 0
        sklstat     = 0
        # Acquire active/living party member stats
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          next if actor.nil?
          next if actor.dead?
          # Remove equipment to compare base stats
          armor1_temp = actor.armor1_id
          armor2_temp = actor.armor2_id
          armor3_temp = actor.armor3_id
          armor4_temp = actor.armor4_id
          weapon_temp = actor.weapon_id
          actor.armor1_id = 0
          actor.armor2_id = 0
          actor.armor3_id = 0
          actor.armor4_id = 0
          actor.weapon_id = 0
          # Get base stats
          stat += actor.str
          stat += actor.dex
          stat += actor.agi
          stat += actor.int
          stat += actor.atk
          stat += actor.pdef
          stat += actor.mdef
          stat += actor.maxhp
          stat += actor.maxsp
          # Reapply equipment
          actor.armor1_id = armor1_temp
          actor.armor2_id = armor2_temp
          actor.armor3_id = armor3_temp
          actor.armor4_id = armor4_temp
          actor.weapon_id = weapon_temp
          next unless EChallenge::ACTOR_SKILL_MULT == true
          # Special:  Acquire skill power
          for skill in actor.skills
            next if skill.nil?
            next if $data_skills[skill].nil?
            power = $data_skills[skill].power
            sklstat += power if power > 0
          end
        end
        # Multiplier for Enemy Skill Power
        sklstat *= skill_mult
        # Combine all enemy stats
        total_stats += stat + sklstat
        return total_stats
      end
    end

    Code:
    #==============================================================================
    # ** Scene_Battle
    #------------------------------------------------------------------------------
    #  This class performs battle screen processing.
    #==============================================================================
    
    class Scene_Battle
      #--------------------------------------------------------------------------
      # * Start After Battle Phase
      #--------------------------------------------------------------------------
      def start_phase5
        # Shift to phase 5
        @phase = 5
        # Play battle end ME
        $game_system.me_play($game_system.battle_end_me)
        # Return to BGM before battle started
        $game_system.bgm_play($game_temp.map_bgm)
        # Initialize EXP, amount of gold, and treasure
        exp = 0
        gold = 0
        treasures = []
        # Loop
        for enemy in $game_troop.enemies
          # If enemy is not hidden
          unless enemy.hidden
            # Add EXP and amount of gold obtained
            exp += enemy.exp
            gold += enemy.gold
            # Determine if treasure appears
            if rand(100) < enemy.treasure_prob
              if enemy.item_id > 0
                treasures.push($data_items[enemy.item_id])
              end
              if enemy.weapon_id > 0
                treasures.push($data_weapons[enemy.weapon_id])
              end
              if enemy.armor_id > 0
                treasures.push($data_armors[enemy.armor_id])
              end
            end
          end
        end
     
     
        # Erase Exp Gain if not a challenge
        # =================================
        exp = 0 unless @e_stat_challenge == true
     
     
        # Treasure is limited to a maximum of 6 items
        treasures = treasures[0..5]
        # Obtaining EXP
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.cant_get_exp? == false
            last_level = actor.level
            actor.exp += exp
            if actor.level > last_level
              @status_window.level_up(i)
            end
          end
        end
        # Obtaining gold
        $game_party.gain_gold(gold)
        # Obtaining treasure
        for item in treasures
          case item
          when RPG::Item
            $game_party.gain_item(item.id, 1)
          when RPG::Weapon
            $game_party.gain_weapon(item.id, 1)
          when RPG::Armor
            $game_party.gain_armor(item.id, 1)
          end
        end
        # Make battle result window
        @result_window = Window_BattleResult.new(exp, gold, treasures)
        # Set wait count
        @phase5_wait_count = 100
      end
    end



    Instructions
    Built into the script.



    FAQ
    Before calculating party member stats, it removes all 'gear' from the actors. So the actor stats calculated are before adding any bonuses from armor or weapons.




    Compatibility
    Designed primarily for RPGMaker XP. The main script only aliases the main system. The patch alters a method in Scene_Battle. But as stated, it only adds a single functioning line which anyone can add into their own custom system.



    Credits and Thanks
    Thanks to iishenron for the basic concept.



    Credits and Thanks
    Free for use, even within commercial products. Due credit is required.
     
    #1

Share This Page