Thanks for using my script! I love seeing how many different uses people are finding.
Since evolutions are decided randomly for pokemon with multiple evolutions, pokemon with multiple forms also have their evolutions decided randomly. I'll try to include in the script a way to see in which form...
I have decided not including an option to separate the partner trainers would be better for now. But you can still enable a difficulty before setting the partners party and disable it again afterward, and you'll have the same result.
Essentials calls the same EventHandler when creating a...
Changelog:
Update for partner trainer support. (The partner's pokemon are updated automatically at the end of the battle, using the :on_end_battle EventHandler)
EventHandlers file for better organization.
No problem! You do have to set these variables manually to the id value of one difficulty. Everything is better detailed in the Overview of this plugin, but to simplify, just set these values to 1 if you want your game to have an easy difficulty, 2 if you want a medium difficulty, and 3 if you...
First of all, make sure your trainer variable has a valid difficulty value activated. If the trainer variable (variable 99 of RPG Maker by default, or whatever value you set it to be) is equal to 0 (which is the default value), my script is not going to activate. Just change this variable value...
There's nothing to be sorry about, I have learned a lot from the experience of making this script, and your questions and suggestions were a big part of all of this. I hope I can play this game you're working on in the future!
I've just updated the release link to include the feature you've asked for and also included a new function: AutomaticLevelScaling.setSettings(). This function is going to be used to change this kind of temporary setting instead of changing them in the difficulties. I think keeping it this way...
After a quick look, I found this. I'm not familiar with the script, but I think it should work just fine. (I don't think it would have any compatibility issues with my script too, since it's related to exp gaining and not to pokemon generation)
Yeah, it's a pretty simple change in the script. I'll make a small update in the script to include this and proportional_scaling.
Honestly, I just didn't include these options because I thought they would not be that useful.
Changelog:
v20 support.
AutomaticLevelScaling.setSettings function to change settings for a specific battle.
Non-positional parameters in Difficulty.new.
General optimization and organization.
Yeah, I'm sorry about that, but the version you downloaded had a simple problem that generates this bug whenever the player finds a wild pokemon. I fixed this error shortly after your first message today. You can download the most recent version in the same link or change line 31 of Script.rb to...