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Enemy Level - EnemyLevel.js

Plugin desc : Enemy character level added Ver0.13.6 (2025/7/22)

License : MIT License

Author : PotatoDragon

Website : https://github.com/pota-gon/RPGMakerMZ/wiki

Desc page : https://raw.githubusercontent.com/pota-gon/RPGMakerMZ/refs/heads/main/plugins/Battle/Enemy/EnemyLevel.js

Download Page : https://raw.githubusercontent.com/munokura/PotatoDragon-MZ-plugins/main/EnemyLevel.js

File name : EnemyLevel.js

Help of plugin :

@target MZ
@url https://raw.githubusercontent.com/pota-gon/RPGMakerMZ/refs/heads/main/plugins/Battle/Enemy/EnemyLevel.js
@plugindesc Enemy character level added Ver0.13.6 (2025/7/22)
@author PotatoDragon
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/PotatoDragon-MZ-plugins ).
Original plugin by PotatoDragon.
Please check the latest official version at:
https://github.com/pota-gon/RPGMakerMZ/wiki
-----

## Overview
Adds the concept of levels to enemy characters, allowing you to dynamically
change their stats, experience points, money, dropped items, and behavior
patterns based on their level.

## How to Use
### 1. Set variables to manage enemy levels.
Open the "Enemy Level Variable" plugin parameter.
Set variables corresponding to the first through eighth members of the enemy
group.

### 2. Control enemy levels with events.
Use the "Variable Operation" event command, etc., to assign values to the
variables set in STEP 1. This value will be the enemy's level during battle.

### 3. Detailed Settings in the Memo Field (Optional)
By entering tags in the enemy character's memo field, you can fine-tune their
behavior at each level.

#### Attributes, Experience Points, and Money
You can adjust each value depending on their level.

Format:**
`<Tag Name: Lv, Value>`

Tag Name:** HP, MP, Attack Power, Defense Power, Magic Power, Magic Defense,
Agility, Luck,
Experience Points, Money (Experience and Money tag names can be changed using
parameters.)
Lv:**
- `0`: Specifies the **increment** per level.
- `1` or higher: Specifies the **base value** or **fixed value** at a specific
level.

Value Determination:**
1. If there is a `<Tag Name: Lv, Value>` that matches the current level, that
value is used as the **fixed value**.
2. If there is no such tag, it is calculated as `Base Value + (Increment *
(Current Level - 1))`
- **Base Value:** The highest level of the `<tag name:level,value>` set below
the current level is used. If not set, use the database value.
- **Increase Value:** The value set by `<Tag Name: 0, Value>` is used.

Example:**
- HP is 100 at level 1, increasing by 50 per level.
`<HP: 1,100>`
`<HP: 0, 50>`

- HP is fixed at 1000 only at level 10.
`<HP: 10, 1000>`

#### Drop Item
Additional items will be dropped at the specified level or above.

Format:**
`<Drop: Level, Item Name, Quantity, Probability, Increased Probability per
Level>`

Example:**
- At level 5 or above, one herb will drop with a 50% chance.
`<Drop: 5, Herb, 1, 50, 0>`

#### Behavior Pattern
Adds an action pattern only within the specified level range.

Format: **
`<Action: Min Lv, Max Lv, Skill Name, Rating,...>`
*Setting `Max Lv` to `0` will result in no limit.

Example: **
- When level 10-20, use "Fire" at a rating of 5.
`<Action: 10, 20, Fire, 5>`

@param FixBattleEnemyDrawItem
@text Enemy character selection window bug fixed
@desc Fixed a bug where control characters could not be used in the enemy character selection window.
@type boolean
@on Fix it
@off Do not fix
@default true

@param ExpMetaName
@text Experience Tag
@desc Name of memo tag used for experience points
@default Experience

@param GoldMetaName
@text Money tag
@desc Name of the memo tag used for money
@default Money

@param EnemyLevelVariables
@text Enemy character level variable
@desc Variables that manage the enemy character's level
@type variable[]
@default ["53", "54", "55", "56", "57", "58", "59", "60"]

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