- Joined
- Mar 11, 2023
- Posts
- 30
I'm interested in using this plugin. I'm just curious if there is a way to have the level scaling only apply to specific trainers and wild areas and not the entire game.
To apply level scaling only for a specific trainer battle, you can follow the steps in the last part of the code in the first image of the overview page.I'm interested in using this plugin. I'm just curious if there is a way to have the level scaling only apply to specific trainers and wild areas and not the entire game.
004_Event_Handlers.rb
file like the one in the essentials Overworld_EncounterModifiers
that checks for the game map. It should look like this: $game_map.map_id == 51
.Thanks for the bug report. I'll release an update fixing it soon!hello the script works but i encountered a problem when i set ONLY_SCAL_IF_HiGHER to true i encounter this error when a fight is launchedView attachment 17386
Fix a bug related to only_scale_if_lower and only_scale_if_higher in v19.
Okay I am super new, I followed directions, I just need to know if the script.rb I copy and paste above main?Benitex submitted a new resource:
Automatic Level Scaling - Scale and evolve wild and trainer pokemon levels according to multiple difficulty options.
Read more about this resource...
Benitex submitted a new resource:
Automatic Level Scaling - Scale and evolve wild and trainer pokemon levels according to multiple difficulty options.
Read more about this resource...
Okay I am super new, I followed directions, I just need to know if the script.rb I copy and paste above main?
To install this plugin, extract the zip file into your game root folder.
Then, you should check if you're already using variables 99 and 100 in your game. These are the variables that control trainer and wild pokemon difficulty, respectively.
If you are already using these variables, go to the Settings.rb script and change the value to whichever variable you want to use to change the difficulty.
In Settings.rb, you can also change some options, create other difficulty options, and enable more complex conditions for level scaling.
This is everything you need to do to install the script, but you should also activate it by selecting a difficulty.
If you can't find the download link on this page, there's an orange "Go to download" button in the top right corner. If you can't find the download link on GitHub, it may be hidden. Click on "Assets" and "Automatic.Level.Scaling.v20.1.zip" or "Automatic.Level.Scaling.v19.1.zip".I think I'm being stupid again. I can't see the link to download this plugin!
I'm so stupid. I didn't even notice that go to download button in the top right corner. I'm so used to the download button being in the actual first post! Thank you for your response.If you can't find the download link on this page, there's an orange "Go to download" button in the top right corner. If you can't find the download link on GitHub, it may be hidden. Click on "Assets" and "Automatic.Level.Scaling.v20.1.zip" or "Automatic.Level.Scaling.v19.1.zip".
I hope you are enjoying using my script! Feel free to send me any other questions you may have.Hey There,I am making an open world pokemon game which includes your script for level scaling. It is being a huge help to be me but I have a query.How do I change the automatic evolutions depending on my variables
AutomaticLevelScaling.setSettings
or AutomaticLevelScaling.setTemporarySetting
in conjunction with automaticEvolutions
to disable or enable automatic evolutions temporarily. The difference is setTemporarySetting
changes one setting for only one battle, and setSettings
changes settings until the game is closed or you change settings at another time.AutomaticLevelScaling.setSettings(
automatic_evolutions: pbGet(variableNumber)
)
automaticEvolutions
enabled, just call AutomaticLevelScaling.setSettings
in another event command.EventHandlers
in 004_Event_Handlers.rb
(or create a new one) and call AutomaticLevelScaling.setTemporarySetting
using your variable, the code will activate before each battle. Using this method, you can also add conditions, like if the current map is the one you want. If you want a more detailed explanation about this, feel free to ask me.You can use this plugin to include level caps in your game, I think there are no compatibility issues.Is there a way to possibly allow a level cap to exist? (Example, you have scaling enabled, but it won't go past a certain value, such as 80.)
I noticed it is tricky to get this working with wild battle scaling without it throwing balance out the window. Though trying to double down on the negative values only makes it so that the early game is laughably low leveled.
Hm, this seems to only cap the player unfortunately. But thanks for the redirect!You can use this plugin to include level caps in your game, I think there are no compatibility issues.
Sorry, I misunderstood you, but I think I can help you now if I understand you correctly. You want to cap the level of opponents then, right? You can use theHm, this seems to only cap the player unfortunately. But thanks for the redirect!
I think I'll pass due to it having to wipe saves though, my players would be a bit upset from that.
ONLY_SCALE_IF_LOWER
setting if so.EventHandlers
in 004_Event_Handlers.rb
: AutomaticLevelScaling.setTemporarySetting("onlyScaleIfLower", true)
. It'll look like this:# Activates script when a wild pokemon is created
EventHandlers.add(:on_wild_pokemon_created, :automatic_level_scaling,
proc { |pokemon|
id = pbGet(LevelScalingSettings::WILD_VARIABLE)
if id != 0
AutomaticLevelScaling.setDifficulty(id)
AutomaticLevelScaling.setTemporarySetting("onlyScaleIfLower", true)
AutomaticLevelScaling.setNewLevel(pokemon)
end
}
)
You only have to change the "automatic_evolutions" for the corresponding rule you want to modify. I think that in overview is a list of the rules you can change and how to write them.I hope you are enjoying using my script! Feel free to send me any other questions you may have.
As quickly described in the overview page, you can useAutomaticLevelScaling.setSettings
orAutomaticLevelScaling.setTemporarySetting
in conjunction withautomaticEvolutions
to disable or enable automatic evolutions temporarily. The difference issetTemporarySetting
changes one setting for only one battle, andsetSettings
changes settings until the game is closed or you change settings at another time.
For example, you can make a script Event Command in an Event:
Change variableNumber with the number of your variable (make sure its value is a boolean), and when you want to go back toRuby:AutomaticLevelScaling.setSettings( automatic_evolutions: pbGet(variableNumber) )
automaticEvolutions
enabled, just callAutomaticLevelScaling.setSettings
in another event command.
If you are thinking about a more complex scenario, you can also change theEventHandlers
in004_Event_Handlers.rb
(or create a new one) and callAutomaticLevelScaling.setTemporarySetting
using your variable, the code will activate before each battle. Using this method, you can also add conditions, like if the current map is the one you want. If you want a more detailed explanation about this, feel free to ask me.
I think the solution I provided should solve most of the scenarios, but feel free to give me a more detailed explanation about the system you want to implement, and I will give my best to help you.
Thank you!You have to set true the "only_scale_if_higher" setting. This will make the minimum level for all trainers the one you define in the PBS file. If you only want certain trainers to have a minimum level and the others to scale both up and down, you'll have to change temporarily that condition before all and any trainer battles where you want that minimum level cap to be.
Here you have the code for changing the rules of the autoscaling (both for one battle or until the game is closed) with the condition of automatic evolutions:
You only have to change the "automatic_evolutions" for the corresponding rule you want to modify. I think that in overview is a list of the rules you can change and how to write them.