Level as Condition with Yanfly Extra Enemy Drops

acidhedz

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Not sure why this wasn't included as a built in function, since it seems like the most obvious, simple, use of the conditional tags...


But how can I have it check for the character's level to determine if an item will drop?


IE, there will be a few items that use the Always tag, the basic items like the lowest heal item, a money bag, all status heal and revive items. At 10%, 90%, 5% and 3% respectively.


The at level 10 they have a 30% chance to get a big money bag. At level 15 a 9% chance to get the next heal item and 8% chance for the next MP item.


So on and so forth. So they will always have a chance to get the starter items through the game, as well as better items as they level up.


I've tried a couple of different things, but I just can't figure out what I need to put in as the code that gets checked.


<Conditional Item 1 Drop>


Eval (what goes here?): +10%


</Conditional Item 1 Drop>


Any help with this would be very appreciated.
 

LadyBaskerville

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Without testing it, I think something like $gameParty.highestLevel() >= 10 should work as code after the Eval. There is only a function to return the highest level of the entire party (not e.g. the lowest or average), so if you want to use a slightly different level condition, the code might be a bit more complex.
 

acidhedz

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Without testing it, I think something like $gameParty.highestLevel() >= 10 should work as code after the Eval. There is only a function to return the highest level of the entire party (not e.g. the lowest or average), so if you want to use a slightly different level condition, the code might be a bit more complex.


That works fine for what I need. Thanks! Just tested it a couple of times and it seems to be working perfectly.
 

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