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Heya all! Hope you all had a great weekend! I certainly did although I ended up busier than I expected to be! >< Today's Monday, which means the sample project is updated!

Sample Project File Size: 584MB (roughly) Happy RPG Making, everybody!  For the regularly updated links, look below:

Be sure to check them out!

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This time, the sneak peak is a plugin I've made myself actually! The difficulty slider! It is an extension plugin for the Enemy Levels plugin! It's currently inside the beta version of the sample project and will be made available later this week!

Sometimes, players would like to be able to increase or decrease the difficulty of your game at their own accord. The Difficulty Slider becomes a feature accessible from the game's option menu with this plugin installed. There, the player is able to alter the level of the enemies that appear in battle within a certain range (set by you, the developer).

The Difficulty Slider will only alter the level of the enemies and nothing else. Therefore, a 200% difficulty will mean only a 200% increase in level but not necessarily a 200% increase in ATK, for example. The enemies' ATK value will be based off of its ATK at 200% the original level.

Hope you're looking forward to it!

Files

Previews only

Comments

Swift Illusion

A difficulty slider would be a great addition :D. One question/suggestion though based on your description of it, would it be possible to have that percentage affect the level based on a formula? For example as it sounds now, if you set the difficulty at 200% which would double the current enemies level, that would make a level 2 enemy level 4, a difference of 2. But a level 10 enemy would become a level 20 enemy, a difference of 10 levels. I don't see that scaling in a balanced manner throughout the game. However for example if you made the level/percentage into a formula you could for example have: OptMult (the multiplier), LVL (the enemies level to be adjusted). -Formula example A: LVL + ((OptMult - 100) * 0.02) So at 150% - Level 2 would become 3, Level 10 would become 11. So at 200% - Level 2 would become 4, Level 10 would become 12. -Formula example B: LVL + ((OptMult - 100) * 0.02) + (Math.floor(LVL * ((OptMult - 100) * 0.002))) So at 150% - Level 2 would become 3, Level 10 would become 12. So at 200% - Level 2 would become 4, Level 10 would become 14.

Yanfly

You certainly bring up a good point there. What I can do is give users the ability to adjust how the difficulty slider affects the levels in the game through use of formulas. This way, users will be able to customize how to alter the level adjustment for the slider. :D