Level up mobs with notetags
Thanks for looking at Frysning Leveler!
This script is used for leveling monsters based on values. It has a nice amount of customization stuff that you can do.
You can just plug the script in to the plugin manager and set up the globals.
The script: Frysing Leveler
I will explain here some more of the interesting things, you can also always refer to the help of the script.
This script uses a set of globals that you can use.
The basic increasement of the monsters stat for each level. Can be a hard value or a percentage based one.
for hard based ones just use a number of your choice.
For a percentage use a number + % (Example: 5%, 10% or 999% ) A three digit number is the maximum.
These are the globals used for the stats:
hp (the global growth of the Max HP stat) mp (the global growth of the Max MP stat) atk (the global growth of the Attack stat) def (the global growth of the Defense stat) matck (the global growth of the M.Attack stat) mdef (the global growth of the M.Defense stat) agi (the global growth of the Agilility stat) luck (the global growth of the Luck stat) gold (the global growth of the amount of gold dropped by the monster.) exp (the global growth of the experience a monster gives.)
The extra globals:
maxMonsters (the maximum level of the monsters if they don't got a max tag. Any number) minMonsters (the minimum level of the monsters if they don't got a min tag. Any number) usePartyLeader (if you use the same tag and you want to use the party leader or the highest level in the party. 0 or 1) useSave (if this is turned on, the levelvariables will be saved in your save file other wise they won't. Default false!) DebugModo (This is for when you are testing the game. Turn it on and at the start of the battle all the info will be written to the console, what the normal stats are what the increasing is, what the new stats are. )
How to use:
If you want that an enemy levels use the the tag
The script will know that it should level this mob.
If you only set that it will give the monster a level between 1 and what the maxMonsters is. For every level it will increase the monster with the parameters defined.
Which tags are useable?
min (the base level of the monster if this is not defined it will be 1) max (the maximum level of the monster if this is not defined it will be the maxMonsters) same (the monster should be the same level to yours) hp (the hit points of the monster) mp (the mana points of the monster) atk (the attack of the monster) def (the defsence of the monster) matck (the magic attack of the monster) mdef (the magic defence of the monster.) agi (the speed of the monster) luck (the luck of the monster) gold (the gold the monster drops) exp (the exp the monster gives) showlevel (show the level of the monster)
if the stats are not defined in the notetag the global will be used.
Lets make a monster that is between level 20 and 50
min 20 (means the monster will be base level 20) max 50 (means that the max level of this monster will be 50) In this set up a random level between 20 and 50 will get chosen for the monster.
The same tag: This tag will make it so that a monster will be the same level as your party or partyleader!
What happens when you use same and max? This will set the monster to your level, but if the monsters is max is lower then that. It will set it to max.
Example: (In both of them the party level is 25)
this will create a monster of level 20 maximum always!
this will create a monster of level 25! the same as your party!
showlevel: If you want to show the level of the monsters use showlevel.
Stats Increasing: You can increase the stats of a monster based on an own value!
hp 5 (will mean that the map will grow 5 hp every level) hp 05% (will mean that the monster will grow hp wth 5% ever level.) This will work with all the other stats!
This will create a monster between 1 and 10.
hp 10% (this means that every level the monster get it hp will be increased by 10%)
mp 2 (this means the every level the monster get it will increase it's mp with 2)
atk 5 (this means the every level the monster get it will increase it's attack with 5)
exp 4 (this means the every level the monster get it will increase it's experience with 4)
So all the stats you did not define what happens to those?
Well for that we use the global variables that are defined so don't worry if you forget one.
I want to use variables, is this possible? Yes this is possible from version 1.2.
You can use 2 type of variables the gameVariables or levelVariable
This will create the monster of between level 1 and 10. The hp increasing will be based on the gameVariable. If the game variable is not set, excisting or useable the stat will be -1!
LevelVariables levelVariables are little different to use. to set use the plugin command setLevelVar This expects 2 variables after. The first one is the key the second one is the value;
Example: setLevelVar 1 25
will set LevelVar 1 on a value of 25.
How to use in noteTag: Example:
Explanation: This will create the monster of between level 1 and 10. The hp increasing will be based on the gameVariable. the mp increasing will be based on the levelVariable in this case 25 If the levelvariable is not set it will be -1;
By default these variables will not get saved. When you save your game. But you can save them by turning on the parameter.
Monster Leveling in combat
Do you want to increase or decrease the level of a monster in mid combat? This is possible!
Create a skill like you want and put the following tag in the note