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
return kn_game_enemy_base_str + (1 * @avg_level).to_i
Expand to see the code.
to
return kn_game_enemy_base_str + (@avg_level / 2).to_i
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.