Dio_Brando

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When I used MV, giving the levels only the party members had originally were pretty much a must. When I had Yanfly's enemy levels, I had easier times making variety enemies and stronger enemies without having to clone them. I want that kind of stuff in MZ. Its a must have.
 

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Maliki79

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Silly question: Did you try to put YF enemy levels in your mz project? From what I tested, if a MV plugin does not do graphics it can probably work in MZ. (For example, Steal/Snatch works just fine.)
 

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Silly question: Did you try to put YF enemy levels in your mz project? From what I tested, if a MV plugin does not do graphics it can probably work in MZ. (For example, Steal/Snatch works just fine.)
I have with Hime's choice plugin before and it worked fine. Ill try that.

Edit: it works. But I need to experiment more.
 
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ScSWinter

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It might be because of the vizumz plugins but there doesnt seem to be any effect to my enemies when using EnemyRole: Perhaps its because it doesnt support spaces as the class has a space in it.
.
Also idk what its scaling by. Actor level?

You should use EnemyRole:X (with a number and without space) in the enemy notetag.

Also, you should activate "Enemies use actor clases" option in the plugin.

When activated the power of the enemies are scaled using
actor classes. Specify the actor class using in the enemy
notetag box the notetag
EnemyRole:X
where X is the number of the actor class. If it's not
specified the default enemy stats will be used. Note
that, in order to allow boss-enemy types, the HP stat
always is multiplied by 10.

It scales using the highest actor level.
 

Dio_Brando

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You should use EnemyRole:X (with a number and without space) in the enemy notetag.

Also, you should activate "Enemies use actor clases" option in the plugin.

When activated the power of the enemies are scaled using
actor classes. Specify the actor class using in the enemy
notetag box the notetag
EnemyRole:X
where X is the number of the actor class. If it's not
specified the default enemy stats will be used. Note
that, in order to allow boss-enemy types, the HP stat
always is multiplied by 10.

It scales using the highest actor level.
Ah, this makes more sense now. I will try it along with yep enemy levels.
 

Cyberhawk

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Wait steal and snatch Works?
Really that's awesome i gotta try this sometime. Also with visu battle core you can give enemies levels.
Depending on your damage style, If you use (FF VII what i'm using.) It will matter what level enemies are in terms of damage.
 

Dio_Brando

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Wait steal and snatch Works?
Really that's awesome i gotta try this sometime. Also with visu battle core you can give enemies levels.
Depending on your damage style, If you use (FF VII what i'm using.) It will matter what level enemies are in terms of damage.
Enemy levels work.
I assume snatch might too based on my testing.
Hm,i think I missed the enemy levels option in visu battle. I coudnt find it.
 

Maliki79

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I can confirm steal n snatch works in my project. My general rule of thumb is "If the plugin does NOT draw anything new, it should work fine." Even independent items works. The issue there is the rest of the item core which draws new menu selections, etc. That and YF seems to hate the way he coded it...
 

Dio_Brando

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Theres a problem though. You can not use the plugin commands because mz removed the ability to type it out.
 

Maliki79

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Ah... That would be an issue...
And there's no script call equivalent?
 

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Ah... That would be an issue...
And there's no script call equivalent?

There is. Just not for troop positions. Its something i might need because it helps me not go up to the 9999 limit.
 

Maliki79

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There's got to be a script equivalent...
I'll have to look it up later. Which plugin command are you trying to use?
 

Dio_Brando

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There's got to be a script equivalent...
I'll have to look it up later. Which plugin command are you trying to use?


EnemyGainLevel 3 by 20

- This will cause the enemy in positon 3 to gain 20 levels.

and



EnemyLevelChange 2 to 50

- This will reset the enemy in position 2's level to 50.
 

Maliki79

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Ok. I'll look at it once I get home from work.
 

Dio_Brando

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Ok. I'll look at it once I get home from work.
The closest is:


$gameTroop.changeLevel(x)

- Changes the levels of all enemies to x.

And



$gameTroop.gainLevel(x)

- Raises the levels of all enemies by x.


However these affect all enemies
 

Maliki79

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Noted.

I'll figure this out for ya!

@Dio_Brando try this:

EnemyGainLevel 3 by 20 becomes:
$gameTroop.members()[2]. gainLevel(20); //The member number is two because the first one is 0.

and

EnemyLevelChange 2 to 50 becomes:
$gameTroop.members()[1]. changeLevel(50);

Make a script call in your Troop events and let me know how they work.
And as you saw, you can leave out the members part to affect all enemies.
 
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Dio_Brando

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Noted.

I'll figure this out for ya!

@Dio_Brando try this:

EnemyGainLevel 3 by 20 becomes:
$gameTroop.members()[2]. gainLevel(20); //The member number is two because the first one is 0.

and

EnemyLevelChange 2 to 50 becomes:
$gameTroop.members()[1]. changeLevel(50);

Make a script call in your Troop events and let me know how they work.
And as you saw, you can leave out the members part to affect all enemies.
This works with wonders. Thanks very much
 

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