TheoAllen 830 Posted May 15, 2014 (edited) Theo - Difficulty Settings Type : Gameplay Add-on Version : 1.2d Original Post : RMW | Theolized RGSS3Introduction :Have you ever played Skyrim or Fallout? This script was greatly inspired from those games. It's allow you to change difficulty even you have inside the game. Since the difficulty setting stored in $game_variables. This was the one of my first scripts. So, I'm sorry if the script looks so messy Features : Change enemy parameter Change exp gain Change gold gain Can changed during the game Screenshot : Combined with YEA System Option Downloads :Click here Terms of Use :Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game. Edited May 15, 2014 by TheoAllen 5 Share this post Link to post Share on other sites
kawaii 4 Posted May 15, 2014 (edited) Awesome, I'm your fan now. Edited May 15, 2014 by kawaii Share this post Link to post Share on other sites
TheoAllen 830 Posted May 15, 2014 Ahaha... and thanks for those likes you gave me everytime xD 1 Share this post Link to post Share on other sites
kawaii 4 Posted May 15, 2014 B/c your scripts really simple and useful, it's very helpful with me... and the most important is my English isn't good then I rarely to comment. Share this post Link to post Share on other sites
TheoAllen 830 Posted May 15, 2014 No prob, I'm glad if you found it helpful Share this post Link to post Share on other sites
DreadlockHeaven 0 Posted September 10, 2014 Hello TheoAllen, Thank you for the awesome script. Hey when I try to changed the VAR_ID to a variable I want like 7. It just changes the first variable. Any advice? Thanks !! Share this post Link to post Share on other sites
TheoAllen 830 Posted September 10, 2014 What do you mean by "first variable" ? Share this post Link to post Share on other sites
Coolie 148 Posted September 10, 2014 Suggestions for features... - Notetags to allow difficulty levels to restrict item drops form enemies (certain items will only drop if you're playing on Expert, for example). - Notetags to allow difficulty levels to affect the EXP gain rate for actors (harder difficulties need more EXP to gain a level, for example). - Notetags to allow parameters for actors to be changed by percentage based on difficulty level (harder difficulties drop stats by a certain percent, for example). That last two, not sure if the script already does that. Share this post Link to post Share on other sites
TheoAllen 830 Posted September 10, 2014 EXP rate already done. Not sure about item drops But if you have item drop condition where the enemy could drop the item in certain condition using script call, then it can be combined since it's use Game_Variables to handle difficulty. Same goes with actor parameter. Since it use Game_Variables, you might need my custom parameter formula to get that done Share this post Link to post Share on other sites
DoubleX 208 Posted September 11, 2014 Would you include Ex-Parameters in the difficulty setting? Maybe something like this will do: class Game_Enemy < Game_Battler alias theolized_xparam xparam def xparam(xparam_id) check_var ? theolized_xparam(xparam_id) * @diff_hash[var_value][12 + xparam_id] / 100 : theolized_xparam(xparam_id) end end P.S.: Do you think itd be better to alias the method param instead of methods mhp, mmp, atk, def, mat, mdf, agi and luk? Like: class Game_Enemy < Game_Battler alias theolized_param param def param(param_id) check_var ? theolized_param(param_id) * @diff_hash[var_value][param_id] / 100 : theolized_param(param_id) end end 1 Share this post Link to post Share on other sites
TheoAllen 830 Posted September 11, 2014 It WAS my very first script when I didn't know about the param yet. Yeah, kinda "oh god why" when I looked at the code structure lol. Really, it should be changed. If xparams also modified, it will break many things I guess. But are you sure xparam modification only affect to the enemy? Maybe xparam like MP / TP regen is better for Actor as difficulty modification. Share this post Link to post Share on other sites
DoubleX 208 Posted September 11, 2014 (edited) It WAS my very first script when I didn't know about the param yet. Yeah, kinda "oh god why" when I looked at the code structure lol. Really, it should be changed. If xparams also modified, it will break many things I guess. But are you sure xparam modification only affect to the enemy? Maybe xparam like MP / TP regen is better for Actor as difficulty modification. Actually I didn't think much about possibility of breaking things by modifying xparam, I just modified it earlier and I don't find any trouble. lol I even modified sparam, element_rate, state_rate, debuff_rate and attack_state_rate XD I'm just outright crazy But maybe you're right about your guess, and you may want to add another difficulty hash that's applied to actors. Of course it'd make your script significantly harder to both maintain and use, so the cons may actually outweight the pros for modifying xparams from the very beginning Edited September 11, 2014 by DoubleX Share this post Link to post Share on other sites
TheoAllen 830 Posted September 11, 2014 Yes, it might be harder to use if you add those stuffs. I was used to be a non-scripter, and if the thing is become complex, I don't like it. Especially for the script which has so many configurations and less plug and play. If I make the script that modifying actor xparam and such, I may released it as separate optional script :3 Share this post Link to post Share on other sites