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- Nov 6, 2015
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Hello,
I've decided to start using Yanfly's Monster Levels script which is amazing btw, but I've come across a little problem/bug not sure what it is.
My issue is this, in my game I'm trying to simulate things realistically from an economy stand point. For example, player fights slimes and loot dropped
would be gel or slime jelly which could be sold or kept for crafting purposes, no gold drops what so ever unless off a humanoid mob like a goblin.
So the main source of economy would come from the player acting as a hunter or huntsman by killing mobs and gathering various materials to which
at player discretion uses said materials to sell off and make money or keep and craft items to make well more money. Now that's just a bit about how
my game works. The problem I'm encountering is this, no matter how I try to tweak the level parameters for the monsters or adjust it in the script database,
after lvl.1 all monsters drop some quantity of gold which goes against what I'm trying to do.
I have made sure monster gold drop in database is 0. If monster is lvl 1 no gold drops but as soon as the monster gains levels, they drop gold.
Question:
Can someone please help me out with this script in how I could possibly configure things to only allow to drop off monsters when they actually have gold as
a drop to begin with?
I add the script unedited as an attachment, hope it opens.
Default Settings:
These settings adjust the default growth rates (not the base stat formula)
# for each stat. These are the values that will exist for each enemy unless
# defined otherwise by the tags inside their noteboxes.
DEFAULT_GROWTH ={
# ParamID => [
aram, per%, +set],
0 => [:maxhp, 0.15, 50],
1 => [:maxmp, 0.10, 10],
2 => [ :atk, 0.05, 5],
3 => [ :def, 0.05, 5],
4 => [ :mat, 0.05, 5],
5 => [ :mdf, 0.05, 5],
6 => [ :agi, 0.05, 5],
7 => [ :luk, 0.05, 5],
8 => [ :gold, 0.15, 10],
9 => [ :exp, 0.05, 10],
} # Do not remove this.
I changed the +set under gold to 0 to prevent what I thought was gold increase per level. Didnt work.
# The following hash will adjust each of the formulas for each base stat.
# Adjust them as you see fit but only if you know what you're doing.
# base - The base stat from the enemy database.
# per - Growth rate which has not been yet converted to a percent.
# set - Set growth rate. Modified
# Default: "base * (1.00 + (level-1) * per) + (set * (level-1))"
STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))"
I also tried changing the formula around a bit still same result, by changing the * per to * set.
View attachment Monster Leveling.txt
I've decided to start using Yanfly's Monster Levels script which is amazing btw, but I've come across a little problem/bug not sure what it is.
My issue is this, in my game I'm trying to simulate things realistically from an economy stand point. For example, player fights slimes and loot dropped
would be gel or slime jelly which could be sold or kept for crafting purposes, no gold drops what so ever unless off a humanoid mob like a goblin.
So the main source of economy would come from the player acting as a hunter or huntsman by killing mobs and gathering various materials to which
at player discretion uses said materials to sell off and make money or keep and craft items to make well more money. Now that's just a bit about how
my game works. The problem I'm encountering is this, no matter how I try to tweak the level parameters for the monsters or adjust it in the script database,
after lvl.1 all monsters drop some quantity of gold which goes against what I'm trying to do.
I have made sure monster gold drop in database is 0. If monster is lvl 1 no gold drops but as soon as the monster gains levels, they drop gold.
Question:
Can someone please help me out with this script in how I could possibly configure things to only allow to drop off monsters when they actually have gold as
a drop to begin with?
I add the script unedited as an attachment, hope it opens.
Default Settings:
These settings adjust the default growth rates (not the base stat formula)
# for each stat. These are the values that will exist for each enemy unless
# defined otherwise by the tags inside their noteboxes.
DEFAULT_GROWTH ={
# ParamID => [
0 => [:maxhp, 0.15, 50],
1 => [:maxmp, 0.10, 10],
2 => [ :atk, 0.05, 5],
3 => [ :def, 0.05, 5],
4 => [ :mat, 0.05, 5],
5 => [ :mdf, 0.05, 5],
6 => [ :agi, 0.05, 5],
7 => [ :luk, 0.05, 5],
8 => [ :gold, 0.15, 10],
9 => [ :exp, 0.05, 10],
} # Do not remove this.
I changed the +set under gold to 0 to prevent what I thought was gold increase per level. Didnt work.
# The following hash will adjust each of the formulas for each base stat.
# Adjust them as you see fit but only if you know what you're doing.
# base - The base stat from the enemy database.
# per - Growth rate which has not been yet converted to a percent.
# set - Set growth rate. Modified
# Default: "base * (1.00 + (level-1) * per) + (set * (level-1))"
STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))"
I also tried changing the formula around a bit still same result, by changing the * per to * set.
View attachment Monster Leveling.txt


