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HIME Enemy Levels - HIME_EnemyLevels.js
Plugin desc : v1.4 - Gives enemies levels. Provides functions for managing
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation
Author : Hime
Website : https://himeworks.com/
Desc page : https://himeworks.com/2015/11/enemy-levels-mv
Download Page : https://raw.githubusercontent.com/munokura/HIME-MV-plugins-jp/master/HIME_EnemyLevels.js
File name : HIME_EnemyLevels.js
Help of plugin :
* @title Enemy Levels * @author Hime --> HimeWorks (http://himeworks.com) * @version 1.4 * @date Dec 10, 2015 * @filename HIME_EnemyLevels.js * @url http://himeworks.com/2015/11/enemy-levels-mv * * If you enjoy my work, consider supporting me on Patreon! * * * https://www.patreon.com/himeworks * * If you have any questions or concerns, you can contact me at any of * the following sites: * * * Main Website: http://himeworks.com * * Facebook: https://www.facebook.com/himeworkscom/ * * Twitter: https://twitter.com/HimeWorks * * Youtube: https://www.youtube.com/c/HimeWorks * * Tumblr: http://himeworks.tumblr.com/ * * @plugindesc v1.4 - Gives enemies levels. Provides functions for managing * enemy levels. * * @param Name Format * @desc How the enemy name should be formatted %1 is the name. %2 is level. * @default %1 Lv %2 * @help * == Description == * * Video: https://www.youtube.com/watch?v=s3iTo3nboSc * * Do you want your enemies to have levels like actors? * * You could use levels as a way to determine their difficulty level * compared to the actor's current level. For example, if your actor is * currently level 10 and the enemy is level 20, you might use a red font * to draw the enemy's name to indicate that it is dangerous. * * Levels themselves do not mean much on their, for they are just a number. * They become more powerful once you use other plugins that make use of * them. * * For example, a plugin that you can use is Enemy Classes, which allows * you to assign classes to enemies. Using both plugins, you can now set * up parameters curves based on the enemy's level, as well as the skills * they can use based on the level. * * == Terms of Use == * * - Free for use in non-commercial projects with credits * - Contact me for commercial use * * == Change Log == * * 1.4 - Dec 10, 2015 * * updated formula to use eval * 1.3 - Dec 8, 2015 * * enemy levels are generated for each Game_Enemy instance * 1.2 - Dec 7, 2015 * * added support for displaying enemy level in name * 1.1 - Nov 26, 2015 * * added support for accessing 'level' as a property * 1.0 - Nov 25, 2015 * * initial release * * == Usage == * * Note-tag enemies with * * <enemy level: FORMULA /> * * Where the formula is any valid javascript formula that evaluates to a * number. * * For example, you could write numbers * * <enemy level: 23 /> * * Or you could include the game variables, using the formula variable `v`: * * <enemy level: 5 + v.value(3) * 4 /> * * Which means the enemy's level is equal to 5 plus the value of * variable 3 multiplied by 4. This can be used to set up dynamic levels * based on things like difficulty. * * -- Displaying Level in Name -- * * If you would like to display the enemy's level in their name, in the * plugin manager you can set the "Name Format" which is a formatted * string that takes two pieces of info * * 1. Enemy name * 2. Enemy level * * So for example, if you write * * %1 Level %2 * * And you encounter a level 5 slime in-game, it will read * * Slime Level 5 * * -- Changing Levels -- * * If you would like to change levels, there are two ways to do it * * 1. Using plugin commands * * For simple level management, you can use the following commands during * battle: * * set_enemy_level member MEMBER_ID to level LEVEL * * Where the MEMBER_ID is the position of the enemy in the troop and the * LEVEL is the number of the new level. For example, to change the * second enemy in battle to level 10, you can write * * set_enemy_level member 2 to level 10 * * You can also add or substract levels, using this plugin command * * add_enemy_level LEVEL levels to member MEMDER_ID * * If you specify a negative number, it will subtract the level. * For example, to add 5 levels to the third enemy, you would write * * add_enemy_level 5 levels to member 3 * * To remove 10 levels from that enemy, you would write * * add_enemy_level -10 levels to member 3 * * 2. Script calls * * If you would like more advanced ways to control enemy levels, you can use * script calls directly. Say you wanted to modify the second enemy * * First, access the enemy object. Remember that javascript indexing is * zero-based, so the first enemy is at index 0. * * $gameTroop.members()[1] * * Then you can use the following methods * * $gameTroop.members()[1].setLevel( NEW_LEVEL ) * $gameTroop.members()[1].addLevel( NEW_LEVEL ) * * Where the NEW_LEVEL is a javascript formula that evaluates to a number. *