RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Enemy Level control?

0 Members and 1 Guest are viewing this topic.

***
Rep:
Level 81
it's time to poke
Since I can't find Yanfly's Enemy Level control script anywhere, I thought about writing my own.

How useful would a script like this be? I already know how to vary/alter enemy base stats using scripting (again, the included help file and a look at the built- in classes, etc. really helped with learning how to do that).

I want to know a few things:

-Would a script like this really be useful when some people already have the Yanfly version?
-Since I don't have Yanfly's to work from, how could I improve compatibility?
-Would a variance range based on your level (for instance, random stats/gold drops becoming increasingly more varied for weaker enemies as you level up) be a useful function? How about making the item drops a little bit better after you reach a certain level, controlled through the noteboxes (probably the most difficult part.)
« Last Edit: May 31, 2010, 10:59:00 PM by Mikhail Faulken »


*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
1. Not really, unless you spiced it up a lot.
2. Umm... Used more aliased methods and try not to redefine too many definitions?
3. Doubt it, but it could be a bonus for those people who may want that feature.

Btw, I can give you Yanfly's original script as a base if you want it.

***
Rep:
Level 81
it's time to poke
Yeah, that'd be pretty cool.

It would probably help compatibility, too, since Yanfly's stuff is compatible with everything you can imagine.

But then my script would basically be Yanfly's + an addon (unless for some reason it doesn't work with ABSes, which I doubt).


*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Well, it's not a bad idea to make scripts that have already been made. It helps you learn, and having multiple options for people to choose from is not bad either. About half of the scripts out there have more than one version.

As for improving compatibility, just follow convention and don't overwrite anything that you can alias. Also, don't change the type of input or output a method expects unless you need to. Just write it, and if you want me to I can tell you if you do anything that endangers compatibility.

The variance thing sounds like a useful feature. In my opinion, the more features the better!

***
Rep:
Level 81
it's time to poke
Ah, I see.

Usually when I look at scripts even the simplest things seem revolutionary.

I edited my original post to include an item drop variance feature (such as making item drops more common based on your level, or changing the item drops, controlled through noteboxes).

 However, I am not quite sure how to implement the notes, though.