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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%.