Frysning Monsterleveler

Frysning

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Hello everyone,

Thanks for looking at Frysning Leveler!

This script is used for leveling monsters based on values. It has a nice amount of customization stuff that you can do.

You can just plug the script in to the plugin manager and set up the globals.

The script: Frysing Leveler

I will explain here some more of the interesting things, you can also always refer to the help of the script.

The globals:

This script uses a set of globals that you can use.

The basic increasement of the monsters stat for each level. Can be a hard value or a percentage based one.

for hard based ones just use a number of your choice.

For a percentage use a number + % (Example: 5%, 10% or 999% ) A three digit number is the maximum.

These are the globals used for the stats:

  • hp (the global growth of the Max HP stat)
  • mp (the global growth of the Max MP stat)
  • atk (the global growth of the Attack stat)
  • def (the global growth of the Defense stat)
  • matck (the global growth of the M.Attack stat)
  • mdef (the global growth of the M.Defense stat)
  • agi (the global growth of the Agilility stat)
  • luck (the global growth of the Luck stat)
  • gold (the global growth of the amount of gold dropped by the monster.)
  • exp (the global growth of the experience a monster gives.)
The extra globals:

  • maxMonsters (the maximum level of the monsters if they don't got a max tag. Any number)
  • minMonsters (the minimum level of the monsters if they don't got a min tag. Any number)
  • usePartyLeader (if you use the same tag and you want to use the party leader or the highest level in the party. 0 or 1)
  • useSave (if this is turned on, the levelvariables will be saved in your save file other wise they won't. Default false!)
  • DebugModo (This is for when you are testing the game. Turn it on and at the start of the battle all the info will be written to the console, what the normal stats are what the increasing is, what the new stats are. )
How to use:

If you want that an enemy levels use the the tag

<level></level>

The script will know that it should level this mob.

If you only set that it will give the monster a level between 1 and what the maxMonsters is.
For every level it will increase the monster with the parameters defined.

Which tags are useable?

  • min (the base level of the monster if this is not defined it will be 1)
  • max (the maximum level of the monster if this is not defined it will be the maxMonsters)
  • same (the monster should be the same level to yours)
  • hp (the hit points of the monster)
  • mp (the mana points of the monster)
  • atk (the attack of the monster)
  • def (the defsence of the monster)
  • matck (the magic attack of the monster)
  • mdef (the magic defence of the monster.)
  • agi (the speed of the monster)
  • luck (the luck of the monster)
  • gold (the gold the monster drops)
  • exp (the exp the monster gives)
  • showlevel (show the level of the monster)

if the stats are not defined in the notetag the global will be used.

Example:

Lets make a monster that is between level 20 and 50

<level>

min 20

max 50

</level>

Explanation:

min 20 (means the monster will be base level 20)
max 50 (means that the max level of this monster will be 50)
In this set up a random level between 20 and 50 will get chosen for the monster.

The same tag:
 This tag will make it so that a monster will be the same level as your party or partyleader!

What happens when you use same and max?
This will set the monster to your level, but if the monsters is max is lower then that. It will set it to max.

Example: (In both of them the party level is 25)

<level>

same

max 20

</level>

this will create a monster of level 20 maximum always!

<level>

same

max 30

</level>

this will create a monster of level 25! the same as your party!

showlevel:
If you want to show the level of the monsters use showlevel.

Example:

<level>

min 2

max 10

showlevel

</level>

Stats Increasing:
 You can increase the stats of a monster based on an own value!

 hp 5 (will mean that the map will grow 5 hp every level)
 hp 05% (will mean that the monster will grow hp wth 5% ever level.)
 This will work with all the other stats!

Example:


<level>
min 1
max 10
hp 10%
mp 2
atk 5
exp 4
</level>

Explanation:

This will create a monster between 1 and 10.
 

hp 10% (this means that every level the monster get it  hp will be increased by 10%)

mp 2 (this means the every level the monster get it will increase it's mp with 2)

atk 5 (this means the every level the monster get it will increase it's attack with 5)

exp 4 (this means the every level the monster get it will increase it's experience with 4)

So all the stats you did not define what happens to those?

Well for that we use the global variables that are defined so don't worry if you forget one.

Variables

I want to use variables, is this possible?
Yes this is possible from version 1.2.

You can use 2 type of variables the gameVariables or levelVariable

GameVariables:
 Example:
  <level>
  min 1
  max 10
  hp gameVariable 1
  mp 2
  atk 5
  exp 4
  </level>


Explanation:

This will create the monster of between level 1 and 10.
The hp increasing will be based on the gameVariable. If the
game variable is not set, excisting or useable the stat will be -1!

LevelVariables
levelVariables are little different to use.
to set use the plugin command setLevelVar
This expects 2 variables after. The first one is the key
the second one is the value;
 

Example:
setLevelVar 1 25

Explanation:

will set LevelVar 1 on a value of 25.

How to use in noteTag:
Example:
  <level>
  min 1
  max 10
  hp gameVariable 1
  mp levelVariable 1
  atk 5
  exp 4
  </level>

 

Explanation:
This will create the monster of between level 1 and 10.
The hp increasing will be based on the gameVariable.
the mp increasing will be based on the levelVariable in this case 25
If the levelvariable is not set it will be -1;

By default these variables will not get saved. When you save your game.
But you can save them by turning on the parameter.

Monster Leveling in combat
Do you want to increase or decrease the level of a monster in mid combat?
This is possible!

Create a skill like you want and put the following tag in the note

<level up>

This will make a skill that level up the monster.

<level down>

This will make a skill that level down the monster.

Don't worry the level will never be below the min or above the max

========================================================================

=========================PROBLEMS======================================

Fixed 1.3(waiting on feedback)

ragnorak6608http://forums.rpgmakerweb.com/index.php?/user/36340-ragnorak6608/: Heads up for anyone using this and Yanfly's Battle Engine Core, be sure to place above Yanfly's Battle Engine Core or it seems to mess with Action Sequences.

Maus Merryjesthttp://forums.rpgmakerweb.com/index.php?/user/1617-maus-merryjest/: If placed below Vlue's gametime plugin, it will negate all script calls to set a specific time. However, when placed above, it will not do so.

Fernyfer775http://forums.rpgmakerweb.com/index.php?/user/21011-fernyfer775/: This scripts disables this one: http://forums.rpgmak...7-mbs-map-zoom/

I hope the persons that found the problems can retest and give me feedback.

=======================================================================================

Have fun with using this script!

Suggestions, Questions, Bugs? Post here or contact me in an other way!

Terms of use:

This script is free to use for non-commercial.
I like to see what you did with it, so send me a copy of the game please :3
If you go commercial contact me please and we will sort it out really fast!  
For both I really want some credit :3


ps: I will make a visual guide soon(hahahah ahahaha yeah someday).

Current version: 1.3. Changelog can be found in the script help.
 
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Roguedeus

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Would you be willing to allow for game variables to define each value?

Possibly allow for a Plugin parameter for each that allows for a game variable to be assigned?

I'm not sure how you would want to differentiate between a hard and percent value though.
 

Bearsmith

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Could it be possible to have levels be set from variables as well?


Like


<Level>


min variable(1)


max variable(2)


</Level>


and/or


<Level>


variable(1)


</Level>


EDIT: And now I see that the person right above me asked the same thing :)
 
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Frysning

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Would you be willing to allow for game variables to define each value?

Possibly allow for a Plugin parameter for each that allows for a game variable to be assigned?

I'm not sure how you would want to differentiate between a hard and percent value though.
Could it be possible to have levels be set from variables as well?

Like

<Level>

min variable(1)

max variable(2)

</Level>

and/or

<Level>

variable(1)

</Level>

EDIT: And now I see that the person right above me asked the same thing :)
You mean what level a monster should be minimum or maximum and the growth of the base stats?

 <level>

min $gameVariables[2]

max $gameVariables[3]

hp $gameVariables[4]

</level>

In that way?

and that you can say Parameter hp is based on $gameVariables[10]?
 

Frysning

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oops pressed post twice to fast. how Do I delete XD
 
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Radis3D

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excuse me, i have tried the plugin..

this is good, and i really2 need it..

but, when i use it..

the enemy be 1 hit and didn't get the max level that i choose

ex:

i set an enemy's max level : 5

when my actor's 10, the enemy be lv 10 too, so what's wrong with that..

please help :)

thank you :)

sorry for my bad english
 

Roguedeus

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You mean what level a monster should be minimum or maximum and the growth of the base stats?

 <level>

min $gameVariables[2]

max $gameVariables[3]

hp $gameVariables[4]

</level>

In that way?

and that you can say Parameter hp is based on $gameVariables[10]?
That looks about right. It is how I designed mine in VXAce... :) Javascript is a new beast for me.

edit:

If you are evaluating the assignments then it should work fine that way. But then not many people would be able to use it. It might be better to create Plugin parameters for their optional assignment to variables by number.
 
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erlucius90

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Terms of use? (didn't find any)
It's a very nice plugin, i'd really love to know if i can use it in my project!
 

Neo Soul Gamer

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This is fantastic! I have one feature request. Since the enemies' stats can grow with levels by a percentage... Would it be possible to clone Class parameters?

For instance...

<level>

same

class 1

</level>

Would mean that if my actor (who has class 1) will have the same parameters as the enemy because they were copied over using the class tag and will be at the same level..
 

Joronjo

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Is there a way to set a class for the enemies yet?
 

Bearsmith

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That looks about right. It is how I designed mine in VXAce... :) Javascript is a new beast for me.

edit:

If you are evaluating the assignments then it should work fine that way. But then not many people would be able to use it. It might be better to create Plugin parameters for their optional assignment to variables by number.
Why would many people not be able to use it? Doing it the way you're suggesting would be quite limiting wouldn't it? Because you'd only be able to assign one variable to a level or stat instead of just choosing on a case by case basis. Or maybe I'm misunderstanding.
 

Roguedeus

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Why would many people not be able to use it? Doing it the way you're suggesting would be quite limiting wouldn't it? Because you'd only be able to assign one variable to a level or stat instead of just choosing on a case by case basis. Or maybe I'm misunderstanding.
Its just an observation, based on the numbers of RPG Maker users I've communicated with, in regards to their lack of coding. Any time that code is required, it reduces the overall audience for the plugin. Which is why default parameters are essential for those sorts of assignments. If only for defaults that can be easily overridden by note tags. (Think yanfly's Plugins)

Having said that, it is exceptionally easy to re-use and freely assign variables different values as needs be. Having separate gameVariables for each enemy, or even group of enemies, can get overwhelmingly tedious and error prone. (In my experience) But I surely wouldn't limit there assignment. Both options are not mutually exclusive.
 

Bearsmith

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Its just an observation, based on the numbers of RPG Maker users I've communicated with, in regards to their lack of coding. Any time that code is required, it reduces the overall audience for the plugin. Which is why default parameters are essential for those sorts of assignments. If only for defaults that can be easily overridden by note tags. (Think yanfly's Plugins)


Having said that, it is exceptionally easy to re-use and freely assign variables different values as needs be. Having separate gameVariables for each enemy, or even group of enemies, can get overwhelmingly tedious and error prone. (In my experience) But I surely wouldn't limit there assignment. Both options are not mutually exclusive.
I imagine it just like Yanfly. min: variable X. That's not code or anything. I do agree that if possible both would be best though.


And I didn't mean using separate variables for each enemy or group. Obviously that'd be ridiculous. For my project I would prefer to have separate variables though. I have 3 different areas you can go to at any time, but I want them to have dynamic difficulty based off which order you do them in. So I need to have 3 separate "difficulties" that I can change the order of.


And if it'd be possible to use variables in determining stats and levels I'd be over the moon. It would simply my project a *lot*. I could make do without it though if it's too difficult to add. Just the plugin as it is now is a huge help.
 
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Frysning

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Ok a lot of quoted stuff here, so bear with me.

 

I imagine it just like Yanfly. min: variable X. That's not code or anything. I do agree that if possible both would be best though.

And I didn't mean using separate variables for each enemy or group. Obviously that'd be ridiculous. For my project I would prefer to have separate variables though. I have 3 different areas you can go to at any time, but I want them to have dynamic difficulty based off which order you do them in. So I need to have 3 separate "difficulties" that I can change the order of.


And if it'd be possible to use variables in determining stats and levels I'd be over the moon. It would simply my project a *lot*. I could make do without it though if it's too difficult to add. Just the plugin as it is now is a huge help.
Its just an observation, based on the numbers of RPG Maker users I've communicated with, in regards to their lack of coding. Any time that code is required, it reduces the overall audience for the plugin. Which is why default parameters are essential for those sorts of assignments. If only for defaults that can be easily overridden by note tags. (Think yanfly's Plugins)

Having said that, it is exceptionally easy to re-use and freely assign variables different values as needs be. Having separate gameVariables for each enemy, or even group of enemies, can get overwhelmingly tedious and error prone. (In my experience) But I surely wouldn't limit there assignment. Both options are not mutually exclusive.
I am busy with the variables.

At the current version I have, not yet pushed. gameVariables will be useable. Same as the others hard or percents are they NaN (not a number) it will result in 0. 
The gamevariables will be uses like this in the notetag:  hp gameVariables 20. (Regex and escaping is so damn annoying)
I also made a param for the min level of mobs if you don't define it.

A function to change to use party leader or not.

plugin command: setUsePartyLeader value (0 or 1)

Script: Frysning_Leveler.setUsePartyLeader value (0 or 1)

What will come more
A set of new parameters for all the stats. They are changeable in game. The old ones are not!.

To change them with plugin command: setStat stat value

Script: Frysning_Leveler.setStat(stat, value)

To use them in the note tag:
hp hp_stat

atk atk_stat

and so on. 

An array where you can store variables in to use in the notetag.

These will be avialbe with the notetag: hp level_var 1

To set them you will use pluginCommand: setLevelVar key value
script: Frysning_Leveler.setLevelVar(key, value)

This is fantastic! I have one feature request. Since the enemies' stats can grow with levels by a percentage... Would it be possible to clone Class parameters?

For instance...

<level>

same

class 1

</level>

Would mean that if my actor (who has class 1) will have the same parameters as the enemy because they were copied over using the class tag and will be at the same level..
Is there a way to set a class for the enemies yet?
There is no way yet to set classes for the enemies. I am willing to make this, but this will take some time.
This will be done for version 2.0
 

Bearsmith

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That sounds amazing. I can't thank you enough. It will be an enormous help for me.
 

Neo Soul Gamer

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There is no way yet to set classes for the enemies. I am willing to make this, but this will take some time.

This will be done for version 2.0
Well that's great news that you're willing to work on it. Thanks for the quick response! I'll be watching closely for the update.
 

Shaz

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Terms of use? (didn't find any)

It's a very nice plugin, i'd really love to know if i can use it in my project!
This script is free to use for non-commercial.

I like to see what you did with it, so send me a copy of the game please :3

If you go commercial contact me please and we will sort it out really fast!  

For both I really want some credit :3

ps: I will make a visual guide soon.
Though it could be made more obvious - a bold heading called Terms, maybe?
 

Frysning

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excuse me, i have tried the plugin..

this is good, and i really2 need it..

but, when i use it..

the enemy be 1 hit and didn't get the max level that i choose

ex:

i set an enemy's max level : 5

when my actor's 10, the enemy be lv 10 too, so what's wrong with that..

please help :)

thank you :)

sorry for my bad english
I don't really understand your problem so I willl try and help you.

This will make the enemy between level 1 and level 5.

<level>

max 5

</level>

this will make the enemy the same level as you

<level>

same

</level>

this will the enemy always lvl 5 at the lowest and the same as you.

<level>

min 5

same

</level>

this will make the enemy  the same level as you. But when you are a higher level then the max it will be the max

<level>

max 5

same

</level>

This will make it so that the mob level from level 1 to your current level.

should fix it for you.

Terms of use? (didn't find any)

It's a very nice plugin, i'd really love to know if i can use it in my project!
You did already found it. I updated it to make it more visible.
 

Radis3D

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before i use this plugin..

when i do battle..

i must hit enemy 2x-4x to kill it, but after i use the plugin, the enemy die just in one hit... :'(
 

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