Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Dynamic Difficulty
#1
Dynamic Difficulty
by DrakoShade
Version 1.1

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


Introduction
This script is intended to let the game designer make enemies that scale with the party's level, and to allow for increasing or decreasing the overall combat difficulty of the game by changing a single variable.

Features

* Enemies scale by both level and difficulty.
* Experience and gold rewards scale by level, but not difficulty.
* Minimum and maximum encounter levels supported.
* Uses the Note field to let individual enemies have their own feature scales.

Script
The Script


Instructions
Installation: Paste this script between "▼ Materials" and "▼ Main Process", below my Note Dissection script. Modify the values in the method get_default_gains (the first non-commented chunk of code) as you see fit to work within your game. The default values work with RMVX's default character progression.

Usage instructions are included in the script itself, as that huge block-comment just below where
you set the defaults.

Compatibility
Requires the use of my Dissect Notes script.

Credit
You are free to use this script in your game, so long as you include credit to DrakoShade. This applies equally to commercial and non-commercial products.

DrakoShade himself gives credit to loam for fixing a potential compatibility nightmare, as well as to SephirothSpawn whose Enemies Level UP script provided inspiration, and to the other scripters of RMXP.org and the Creation Asylum who have provided lessons and advice in the art.
}




Users browsing this thread: