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Print Page - [RMVXA] spawn monster based on lvl

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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: BloodyChaos on July 29, 2012, 05:15:45 PM

Title: [RMVXA] spawn monster based on lvl
Post by: BloodyChaos on July 29, 2012, 05:15:45 PM
I have seen this script for RMVX but i'm looking for A script that when I'm running around on the world map and get into a battle it will spawn a monster thats based on my level but I only want it to work on the world map so that people will always be chalenged when running around on the world map. thank you for any help
Title: Re: [RMVXA] spawn monster based on lvl
Post by: Aznkid367 on July 29, 2012, 06:45:45 PM
I think you should use Yanfly enemy levels it allows you to set the enemy level according to your party average level. But the real question is how you setting up your encounters? do they appear on screens or is it completely by random? if its on screen you can just easily set the event to only spawn those type of monster when your party is at a certain level.
Title: Re: [RMVXA] spawn monster based on lvl
Post by: BloodyChaos on July 29, 2012, 09:34:43 PM
Thats kinda what I'm doing, that script is actually sounding perfect I'll look it up and test it, is it on yanfly website? i got a few scripts from there never noticed it though lol
Title: Re: [RMVXA] spawn monster based on lvl
Post by: BloodyChaos on July 29, 2012, 09:50:42 PM
I tried that script out but it didnt really work. It would say that the enemy is lvl 17 but its stats stayed the same health atk power accuracy everything :\
Title: Re: [RMVXA] spawn monster based on lvl
Post by: Wiimeiser on July 30, 2012, 12:50:03 AM
Enemy Levels works fine for me. Check the module and see how much stats inrease per level.
Title: Re: [RMVXA] spawn monster based on lvl
Post by: BloodyChaos on July 30, 2012, 01:12:13 AM
What do you mean?
Title: Re: [RMVXA] spawn monster based on lvl
Post by: Wiimeiser on July 30, 2012, 04:34:48 AM

Look at this:
Quote
# <stat: +x per level>
# <stat: -x per level>
# <stat: +x% per level>
# <stat: -x% per level>
# This will raise or lower the stat by x or x% per level (depending on the tag
# used). This will override the default growth settings found inside the module
# hash called DEFAULT_GROWTH. You may replace stat with:
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, GOLD, EXP
#


and this:
    # 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 => [:param, 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.
   
    # 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))"