A downloadable tool

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This plugin is supported on both RPG Maker MV and MZ.

This plugin goal is to provide enemies their own leveling system. It allows enemy levels to change as the party level increases, customize levels on specific maps, create a base level that affects leveling throughout the whole game (so you can create an item, for example, that increases difficulty by increasing all enemy levels), and change enemy names and sprites according to their level.

The plugin also provides experience and gold modifiers that can customize even further how enemy levels affect your game progress.

Main Features

  • Add levels to enemies and define how their stats will change with their levels;
  • Provide multiple options on how to feed your game with enemy level data. You can use note tags, the Plugin Manager or even an external JSON file;
  • Control enemy levels with three alternatives: (1) set enemy level range with map note tags; (2) use variables to control enemy level range; (3) or use a dynamic leveling system that always stays close to your party level;
  • Use a variable value as a modifier to increase your game difficulty by increasing all enemy levels;
  • Use experience and gold modifiers to change how their values are calculated after the battle;
  • Setup skills that can increase or decrease enemy levels;
  • Change enemy names and sprites as their level increases;

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Terms of use

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Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider".

Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from this page. You are allowed to edit and change the plugin code for your own use (as long as I'm credited for the original), but you're definitely not allowed to sell or reuse any part of the code as your own. Although not required to use my plugins, a free copy of your game would be nice!

Download

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Click download now to get access to the following files:

TAA_EnemyLevels.js v1.2.1 128 kB

Development log

Comments

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Hey there! Thanks for the plugin, it works great! I'm using the official ARPG plugin and this affects the stats of the enemies just as i needed it to. But unfortunately, since I'm not using the normal battle system, I can't make use of the "show level" feature.
Do you think there's any workaround to show the level in the overworld? Something like a script call that writes it into a variable? Thank you again!

Hello!

I'm not familiar with the ARPG plugin... since you say if affects enemy stats, I'm assuming it uses the engine's Game_Enemy class, or at least extends it. With that in mind, if you have access to the script variable that holds the enemy data, you could probably call the "getLevel" function. For example, lets say there is some script call in ARPG that returns you the enemy object assigned to an event in the overworld... something like "arpg.getThisEnemy()"... then you would be able to just append the getLevel function after it: arpg.getThisEnemy().getLevel(). That would return you the current enemy level value.

Hope this helps solving your problem!

Let me know how it goes!

oh my GOD YES FINALLY
Sorry I have been fighting with this all morning, I am very much a beginner when it comes to javascript, but it actually finally worked! I'll explain in case anyone else needs it:

Unfortunately I couldn't find any script call, BUT, there is a plugin command, Get Battler Status, that gets data like HP or MP from the battler.  So I went into the plugin file (ARPG_Core.js) and found the source of the command, at line 1093, which comes with a long list of stats to choose from (HP, MP, ATK, DEF, and so on):

@command GetBattlerStatus
@text GetBattlerStatus
@desc Get the status of the specified battler.

And then, at 8305, I found the code that gets those stats:

    get hp() {             
        return this.battler().hp;         
        }

So, by following your advice, I added my own!

     get lvl() {
            return this.battler().getLevel();
        }

And then I added "@option lvl" under all the other stats in that list. So now I can use the plugin command to get the level of the enemies!

Also as a little fun fact, I added another one that draws the enemy name:

     get nme() {             
            return this.battler().name();         
        }

Which is when I realized, your plugin writes the level into the name itself ("Lv7 Monster"). So that's an option too!

Alright, thank you so so much for the help, I'll go back to fighting this cursed plugin now

Glad I could help! =D

Thanks!!! :D