Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,889
First Language
English
This tutorial showcases a number of scripts that provide a number of advanced functionality for managing your enemies.


Gain access to more control over parameters, action conditions, drop items, drop item conditions, exp, gold, and more!


coreenemylevels.jpg


This script adds levels to your enemies. The level can be a fixed number, or it can be based on a variable or some other game data using a "level formula".
Enemy levels can be increased or decreased during battle, allowing you to change an enemy's stats and skills dynamically during the game.


Enemy level can be based on party levels as well, if you would like to provide party-based scaling.


enemyclass2.jpg


Like actors, you can assign a class to an enemy. You can then proceed to set up an enemies parameters and skills using its class. Combined with enemy levels, you can set parameters for levels from 1 to 99.  Classes come with skill learnings, which you can use to determine whether an enemy is able to use a certain skill or not based on its level.

paramTables1.jpg


If you don't want to manage an enemy's parameters using a class, you can use parameter tables. This script allows you to manage enemy parameters using spreadsheets, individually setting parameters for each level. Enemy levels will be required to access parameters for different levels.

enemyparamformulas1.jpg


If you don't want to use enemy levels to scale their parameters, you still have the option of using param formulas.These two scripts allow you to control how much gold and exp you receive from an enemy based on formulas. This allows you to dynamically alter gold or exp obtained from battle based on any arbitrary conditions.This script provides advanced enemy drop management. You create "groups" of drop items and then add conditions to each group to control which ones are available for the party to receive depending on whether the conditions have been met.

You can add arbitrary items to each group of drops, allowing you to overcome the 3-item drop limit that the editor imposes.


synchronized_battlers.jpg


This script allows you to link battlers together to enable special "synchronization effects". For example, you can link together several enemies together so that when one enemy dies, all of the others in the link die as well.

leveldifferenceexp.jpg


This script provides an "exp modifier" that allows you to determine how much exp an actor receives from an enemy based on the difference between their levels. High-level actors defeating low-level enemies may receive no EXP, while low-level actors defeating high-level enemies may receive bonuses for defeating stronger enemies.

Originally posted at Hime Works!
 
Last edited by a moderator:

Dhaundre

Villager
Member
Joined
Jul 4, 2015
Messages
18
Reaction score
0
First Language
Spanish
Primarily Uses
Thanks a lot for this tutorial ^^ Great work.
 

sabatadarkness

Villager
Member
Joined
Nov 13, 2014
Messages
10
Reaction score
1
First Language
English
Primarily Uses
I'm using Enemy Class and Enemy Levels, but I can't seem to get these to work.  I have the scripts in the editor and I have the enemies I want to have classes and levels with the proper note tags, but when I test the enemies I kill them in one shot, even when I shouldn't be able to.  I think the issue is I haven't set them up properly, but how do I do that?
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,512
Reaction score
12,003
First Language
English
Primarily Uses
RMVXA
@sabatadarkness I think your best option is to start a specific thread in Script Support.  Tacking this on to the end of a tutorial thread which only wanted to provide info on what was available is unlikely to get you the advice you want.
 

Latest Threads

Latest Posts

Latest Profile Posts

Rough week, but in the end there's light in the darkness.
Mental health is an issue I wish was taken more seriously.
Take care.
1638421271905.jpeg
By the power of timezones! This picture shall still be posted on december 1st!!!
7xI2Gc2.jpg

This is not something I'd ever even considered but wow! What a way to use music in a game.
I am a complete fool. I went through the trouble of making a clone sprite and setting up a system to have the characters flash, when it turns out - I never noticed that the "._mainSprite" was the actual bitmap being used. I'm happy since that makes compatibility easier, but I also want to scream.
Synchronizing bust and sprite expressions! Plus using a phone behaviour :kaopride:
BVadZby.gif

Long gif tho, let it load first :kaoswt2:

Forum statistics

Threads
117,117
Messages
1,104,719
Members
153,157
Latest member
doublea04
Top