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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.
*

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