An open library of RPG Maker MZ plugins, powered by the community.

PGMZ - The Community-Driven Plugin Library for RPG Maker MZ

MZ plugins

NRP Enemy Percent Params - NRP_EnemyPercentParams.js

Plugin desc : v1.03 Set enemy parameters in terms of levels and percentages.

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation

Author : Takeshi Sunagawa (http://newrpg.seesaa.net/)

Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_EnemyPercentParams.js

Desc page : http://newrpg.seesaa.net/article/484538732.html

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_EnemyPercentParams.js

File name : NRP_EnemyPercentParams.js

Help of plugin :

Set enemy parameters in terms of levels and percentages.
 * Enemies that grow in level, etc. can be realized
 * by using the parameters of the class in the database as a basis.
 * 
 * In addition to cases where you want to change enemy parameters
 * depending on the progress of the game,
 * you can also use it to simply save yourself
 * the trouble of setting the values.
 * 
 * In particular, experience can be calculated automatically
 * based on the experience required for the next level.
 * This saves you the trouble of adjusting the values.
 * 
 * -------------------------------------------------------------------
 * [Usage]
 * -------------------------------------------------------------------
 * First, set the standard profession for the enemy parameters,
 * and specify it in the plug-in parameters.
 * ※Not only the parameters, but also the EXP curve
 *   is used to calculate the acquired EXP.
 * 
 * Next, set the enemy's parameters to a value based on 100.
 * 100 in this case means 100%.
 * (e.g. 110 for an enemy with a slightly higher attack power.)
 * 
 * In addition, you can set the level for enemies.
 * The base level can be set by assigning a value
 * to the variable specified in the plugin parameter.
 * 
 * If you change the base level depending on the location and progress,
 * you will be able to fluctuate the strength of the enemies.
 * You can also set the random width of the level
 * by a variable in the same way.
 * 
 * Of course, you can also set a fixed value for each enemy.
 * Please refer to the "Note of Enemies" section below for flexible settings.
 * 
 * -------------------------------------------------------------------
 * [Note of Enemies]
 * -------------------------------------------------------------------
 * <Level:?>
 * 
 * Sets the level of the enemy.
 * This value takes precedence over the base level.
 * 
 * It is also possible to reference the base level as follows.
 * <Level:BaseLevel + 1>
 * 
 * The following is a further random width added to the base level.
 * <Level:RandomLevel + 1>
 * 
 * There may be cases where you want to eliminate the random range
 * only for the boss battle, so please use it differently.
 * 
 * -------------------------------------------------------------------
 * [EXP & Gold]
 * -------------------------------------------------------------------
 * The base values for EXP and Gold
 * cannot be simply obtained from class data,
 * so they are determined by the following formulas.
 * 
 * ◆EXP: 1 + "EXP to the next level" / 30
 * In short, if the level of the enemy and the actor are the same,
 * you can calculate the level increase by defeating about 30 of them.
 * This is very useful because it calculates automatically.
 * ※The first one is an adjustment for low levels.
 * 
 * ◆Gold: 5 + (level * level) / 2
 * The formula is proportional to the square of the level.
 * 
 * These formulas can be adjusted in the plugin parameters.
 * You can also leave it blank to use the editor settings as is.
 * 
 * -------------------------------------------------------------------
 * [Adjust Variable]
 * -------------------------------------------------------------------
 * You can set variables for parameter adjustment
 * in the plugin parameters.
 * For example, if the value of the variable set for “HpRateVariable”
 * is set to 10, the maximum HP of all enemies will increase by 10%.
 * 
 * Please use this function to set the difficulty level
 * and fine-tune the balance.
 * 
 * Note that only “ParamLevelVariable” is special,
 * which increases the level related to the calculation of parameters
 * by the specified value.
 * It does not affect the values that can be referred to in b.level,
 * nor the calculation of exp and gold.
 * Negative values are possible, but cannot be less than level 1.
 * 
 * -------------------------------------------------------------------
 * [Battle Test]
 * -------------------------------------------------------------------
 * The common event to be called at the start of the battle test
 * can be set in the plugin parameter.
 * 
 * If you set the base level and etc. here,
 * it will be applied to the enemy parameters as well.
 * 
 * You can also refer to the actor's parameters set during battle testing.
 * For example, it is assumed that the base level
 * is set by referring to the level of the main character.
 * 
 * -------------------------------------------------------------------
 * [For use with EnemyBook-based plugins]
 * -------------------------------------------------------------------
 * Be careful when using with external EnemyBook-based plugins.
 *  * This is because when enemy data is displayed in the book,
 * the parameters are still displayed at the current setting level.
 * ※Plugins compliant with EnemyBook.js (MV's DLC plugin)
 *   such as ABMZ_EnemyBook.js are assumed.
 *
 * If the level is always a fixed value, there is no problem,
 * but if the base level or random width is used,
 * even fluctuations caused by them will be reflected.
 *
 * As a temporary workaround, the % value can be displayed
 * as it is while the book is displayed.
 * This is enabled when "SupportEnemyBook" is turned on.
 * ※I really wanted to add a % character after the number,
 *   but it was difficult to do so here.
 *   It would be more practical to edit the EnemyBook plugin side.
 *
 * Note that this specification is not supported during battle,
 * and the current values are displayed as they are.
 * Some of the relevant plugins have the ability
 * to examine enemy parameters during battle,
 * which may be more convenient for you.
 * ...To begin with, there is the situation that it is difficult
 * to obtain the judgment that the book is open during the battle itself.
 *
 * Another simple solution is to not display the parameters
 * on the book side. Please adjust according to your needs.
 * 
 * -------------------------------------------------------------------
 * [Terms]
 * -------------------------------------------------------------------
 * There are no restrictions.
 * Modification, redistribution freedom, commercial availability,
 * and rights indication are also optional.
 * The author is not responsible,
 * but will deal with defects to the extent possible.
 * 
 * @------------------------------------------------------------------
 * @ Plugin Commands
 * @------------------------------------------------------------------
 * 
 * @param BaseClass
 * @type class
 * @default 1
 * @desc The base class for parameters.
 * 
 * @param VariableBaseLevel
 * @type variable
 * @desc A variable that specifies the base level.
 * 
 * @param VariableRandomLevel
 * @type variable
 * @desc This variable specifies the random width of the level.
 * If 2, then 0~2 will be added to the base level.
 * 
 * @param BaseExp
 * @type text
 * @default 1 + a.nextRequiredExp() / 30
 * @desc A formula for finding the base experience value.
 * a.nextRequiredExp() is the EXP to the next level
 * 
 * @param BaseGold
 * @type text
 * @default 5 + (a.level * a.level) / 2
 * @desc This is the formula for finding the base Gold.
 * 
 * @param TestCommonEvent
 * @type common_event
 * @desc A common event that is executed before a battle test.
 * Please use it to set the base level.
 * 
 * @param SupportEnemyBook
 * @type boolean
 * @default false
 * @desc When used with EnemyBook, display % values instead of actual parameters.
 * 
 * @param <AdjustVariable>
 * @desc Sets variables to adjust parameters.
 * 
 * @param ParamLevelVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc Increases parameters by the specified level.
 * Does not affect experience, etc.
 * 
 * @param HpRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc Variable sets the maximum HP adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param MpRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the maximum HP adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param AtkRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the attack adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param DefRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the defense adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param MatRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the magic attack adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param MdfRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the magic defense adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param AgiRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the agility adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param LukRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the luck adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param ExpRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the experience adjustment value.
 * If the value of the variable is 10, it will increase by 10%.
 * 
 * @param GoldRateVariable
 * @parent <AdjustVariable>
 * @type variable
 * @desc This variable sets the gold adjustment value.
 * If the value of the variable is 10, it will increase by 10%.

スポンサードリンク

-MZ plugins

Copyright© PGMZ - The Community-Driven Plugin Library for RPG Maker MZ , 2026 All Rights Reserved.