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Kain Nobel
  Sun May 18, 2008 12:16 pm
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This script modifies enemy stats based on game party's average level, so your enemies will always be a better matched challenge as you level up your actors. I wrote this, quite simply, as more of an exercize than a true script, but it works great so you can feel free to use it.

For games that have alot of intentionally weak enemies, you might want to find another script, because this one ensures your enemies are always somewhat challenging no matter what level you are (I hate one-hitter quitter enemies, they're a waste of time.)

This script doesn't have anything fancy, like additional enemy drops or public defined enemy stat modifiers, but I might add them later... however, you can look up Seph's Test Bed, because he's got a great script with all those extra features already, but I might try to write my own version later on if I get bored.

Enemy Auto-Leveling Script

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Last edited by Kain Nobel on Sun May 18, 2008 12:23 pm, edited 1 time in total.

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Krobelus
  Mon May 19, 2008 2:04 am
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You know, if you wrote this for VX, you'd might get more responses, although I'm unsure. It sounds like a good idea, although could you make it so that if any monster with [Boss] (for example) in it's name isn't altered?

Other than that, I think this is a pretty good script, good job! =)
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kaze950
  Mon May 19, 2008 7:33 am
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How exactly does it work? Are the stats modified by their database stats, so a common slime or something isn't equal to a dragon/demon/boss?

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Aeiras
  Fri May 23, 2008 12:01 am
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This script would be great, if you're only using the default stats in the database. For example, I lowered all the stats for my heroes and enemies so they start lower (level 1 is 100 HP, etc). I tested it with a single monster at multiple levels is that although the HP manages itself nicely, the enemy's stats get far too high. I took a hero with base stats around 20-25 for STR, AGI, etc, etc and a monster with base stats between 17 and 20. In the early levels it worked great, the player and the monster were evenly matched. But I noticed right around the higher levels the monsters were getting too strong/fast to even hit. So, looking at the code, specifically the average lines:

#-----------------------
  # * Define Average Str
  #-----------------------
  def base_str
    return kn_game_enemy_base_str + (1 * @avg_level).to_i
  end


That would mean at level 40, when my hero has a base STR of about 45, that monster with base STR 17 at level 1 now has a STR of 57, far higher than the player. At level 50 my hero has a base STR of 53, and the monster would be 67.  Eventually the AGI got so high I couldn't even hit anything.

Do you think there is any way to alter the script so that instead of adding the average level to it, it can take the hero's current stat and add 2 or 3 points to it? For example:

At level 50, instead of the formula being Enemy Base + 50, the value becomes Hero STR + 3?

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tofurkey
  Fri May 23, 2008 2:38 am
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I've been looking for something like this for a long time, and I didn't really understand how to use SephirothSpawn's Dynamic Enemies. My project's stats are like Aeiras's, so if you could address this it would be spectacular.


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Aeiras
  Fri May 23, 2008 4:47 am
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tofurkey wrote:
I've been looking for something like this for a long time, and I didn't really understand how to use SephirothSpawn's Dynamic Enemies. My project's stats are like Aeiras's, so if you could address this it would be spectacular.


I did some messing around and I might have it. If you change
Expand to see the code.


to

Expand to see the code.


Then you should get a situation where (using my level 50 scenario) the monster would then have a STR of 17+25 = 42 which is around what my hero had, making it a perfectly even match. I'm testing it out right now, try it on yours and see how that works.

UPDATE: It's working fine for me now with that method, guess I should have tried to fix it myself before asking in a topic ^^; But anyway, if you just change the (1* @avg_level) lines to (@avg_level / 2) it will work ok, I changed some of my numbers to make a basic enemy still beatable.

Note: The higher the number you divide @avg_level by, the lower the end result you'll get. Just play around and see what works for you tofu.

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Last edited by Aeiras on Fri May 23, 2008 4:53 am, edited 1 time in total.

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iqbal_0k
  Fri May 23, 2008 7:25 am
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Yes, This that i was looking for, thanks you so much for sharing this neat script to us. It's really "Challanging" when you used this with FMBS by xrxs battle system


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Arjunsp
  Wed May 28, 2008 5:09 pm
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This script is amazing, you did a good job on it, now my game is more challenging and you don't one-hit everything...
Anyway, good job!  :thumb:

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Ryuzaki
  Wed May 28, 2008 7:46 pm
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Does this work with Mr. Mo's ABS? If so, I have a few very challenging boss fights planned...

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darkmousy1993
  Sun Jun 22, 2008 9:30 pm
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is there a way i can get it to actually SHOW the level the enemy is at. anyway...good job with the script.


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Tikki6
  Sun Jul 13, 2008 7:16 pm
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Nevermind - Got it.


Last edited by Tikki6 on Sun Jul 13, 2008 7:19 pm, edited 1 time in total.

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Alin_El_Rene
  Mon Jan 12, 2009 11:07 am
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So did this work with CBS system (the Action Battle System) script?

This script is good as long the compatibility is alright.


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cairn
  Mon Jan 12, 2009 8:57 pm
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for the love of god, stop necroposting @_@.


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