FFP_EnemyLevels

FlipelyFlip

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Hello,

This script is an add-On to my FFP_BaseStats. It gives you the possibility to give enemies

a specific level or a range of levels. Also you can set enemies to have no levels and use

the set stats at the database instead of calculating the actual stats out of it.

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Required
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FFP_BaseStats

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Possible Notetags (not case-sensitive)
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<enemy level: x>
This sets the enemies level to x.
If you want that your enemy is at level 5 then use:
<enemy level: 5>

<enemy level: x to y>
This sets the enemies level randomly between x and y.
If you want that your enemy has a level between 2 and 10 then use:
<enemy level: 2 to 10>

<no level>
If this is used, the enemy will be at Level 0 and all his set stats at the database will be used

as they are. (If you give it 50 HP, it will have 50 HP.)

<average level>
This uses the players party average level.

<max level: x>
Defines the max-level for an enemy. If the set level would've pass the max level, then it would

be set to the max level. It can be used with average level or randomised level together.

<min level: x>
Works in the opposite way as max level. Here you can define a minimum level for your enemies.

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Download
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Download-Link

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Changelog
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v1.01

- added a failsave when level would go under 0

- added a failsave for average level if FFP_BaseStats is not used. 

v1.00

- release

That's all :)

~FlipelyFlip
 
Last edited by a moderator:

FlipelyFlip

The Unown
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An update happened.

The actual Changelog:

v1.01

- added a failsave when level would go under 0

- added a failsave for average level if FFP_BaseStats is not used.

~FlipelyFlip
 

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