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| #============================================================================== | |
| # | |
| # ▼ Yanfly Engine Ace - Enemy Levels v1.02 | |
| # -- Last Updated: 2012.01.26 | |
| # -- Level: Normal, Hard | |
| # -- Requires: n/a | |
| # | |
| #============================================================================== | |
| $imported = {} if $imported.nil? | |
| $imported["YEA-EnemyLevels"] = true | |
| #============================================================================== | |
| # ▼ Updates | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # 2012.01.26 - Bug Fixed: Duplication of stat growth rates per enemy. | |
| # 2012.01.24 - Added <hide level> notetag for enemies. | |
| # - Option to change Party Level function in Action Conditions to | |
| # enemy level requirements. | |
| # 2011.12.30 - Started Script and Finished. | |
| # | |
| #============================================================================== | |
| # ▼ Introduction | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # RPG's with enemies that level up with the party enforces the player to stay | |
| # on their toes the whole time. This is both a good and bad thing as it can | |
| # cause the player to stay alert, but can also cause the player to meet some | |
| # roadblocks. This script will not only provide enemies the ability to level up | |
| # but also allow the script's user to go around these roadblocks using various | |
| # tags to limit or slow down the rate of growth across all enemies. | |
| # | |
| #============================================================================== | |
| # ▼ Instructions | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # To install this script, open up your script editor and copy/paste this script | |
| # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Skill Notetags - These notetags go in the skill notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <enemy level: +x> | |
| # <enemy level: -x> | |
| # This causes the enemy to raise or drop x levels depending on the tag used. | |
| # The new level will readjust the enemy's stats (including HP and MP). | |
| # | |
| # <enemy level reset> | |
| # This resets the enemy's level back to the typical range it should be plus or | |
| # minus any level fluctuations it was given. This occurs before enemy level + | |
| # and enemy level - tags. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Enemy Notetags - These notetags go in the enemies notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <hide level> | |
| # This notetag will hide the level of the enemy. If YEA - Enemy Target Info is | |
| # installed, the level will be revealed upon a parameter scan. | |
| # | |
| # <min level: x> | |
| # <max level: x> | |
| # This will adjust the minimum and maximum levels for the enemy. By default, | |
| # the minimum level is 1 and the maximum level is whatever is set in the module | |
| # as MAX_LEVEL. | |
| # | |
| # <set level: x> | |
| # This will set the enemy's level to exactly x. It a sense, this is just the | |
| # usage of both the min and max level tags together as the same value. | |
| # | |
| # <level type: x> | |
| # Choosing a value from 0 to 4, you can adjust the different leveling rulesets | |
| # for the enemy. See the list below. | |
| # Type 0 - Lowest level of all actors that have joined. | |
| # Type 1 - Lowest level in the battle party. | |
| # Type 2 - Average level of the battle party. | |
| # Type 3 - Highest level of the battle party. | |
| # Type 4 - Highest level of all actors that have joined. | |
| # | |
| # <level random: x> | |
| # This will give the level a random flunctuation in either direction. Set this | |
| # value to 0 if you don't wish to use it. Adjust RANDOM_FLUCTUATION inside the | |
| # module to change the default fluctuation value. | |
| # | |
| # <stat: +x per level> | |
| # <stat: -x per level> | |
| # <stat: +x% per level> | |
| # <stat: -x% per level> | |
| # This will raise or lower the stat by x or x% per level (depending on the tag | |
| # used). This will override the default growth settings found inside the module | |
| # hash called DEFAULT_GROWTH. You may replace stat with: | |
| # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, GOLD, EXP | |
| # | |
| #============================================================================== | |
| # ▼ Compatibility | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that | |
| # it will run with RPG Maker VX without adjusting. | |
| # | |
| #============================================================================== | |
| module YEA | |
| module ENEMY_LEVEL | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - General Level Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # These settings adjust the general level setup for your enemies from the | |
| # way levels appear in the game to the default maximum level for enemies, | |
| # to the way their levels are calculated by default, and the random level | |
| # fluctuation they have. If you want enemies to have different settings, | |
| # use notetags to change the respective setting. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This is how the level text will appear whenever enemy levels are shown. | |
| LEVEL_TEXT = "LV%s %s" | |
| # This is the maximum level your enemies can achieve. They cannot go higher | |
| # no exceptions. Adjust this accordingly to fit your game. | |
| MAX_LEVEL = 99 | |
| # Default level calculations for your enemies will be adjusted as such. | |
| # Type 0 - Lowest level of all actors that have joined. | |
| # Type 1 - Lowest level in the battle party. | |
| # Type 2 - Average level of the battle party. | |
| # Type 3 - Highest level of the battle party. | |
| # Type 4 - Highest level of all actors that have joined. | |
| DEFAULT_LEVEL_TYPE = 4 | |
| # If you want your enemies to have random +/- levels of some degree, change | |
| # this number to something other than 0. This is the default value. | |
| RANDOM_FLUCTUATION = 2 | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Parameter Growth Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # Here, you adjust how much stats grow for enemies by default, including | |
| # the formula used to calculate those stats. If you wish for enemies to | |
| # have different growth settings, use notetags to change them. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # These settings adjust the default growth rates (not the base stat formula) | |
| # for each stat. These are the values that will exist for each enemy unless | |
| # defined otherwise by the tags inside their noteboxes. | |
| DEFAULT_GROWTH ={ | |
| # ParamID => [:param, per%, +set], | |
| 0 => [:maxhp, 0.15, 50], | |
| 1 => [:maxmp, 0.10, 10], | |
| 2 => [ :atk, 0.05, 5], | |
| 3 => [ :def, 0.05, 5], | |
| 4 => [ :mat, 0.05, 5], | |
| 5 => [ :mdf, 0.05, 5], | |
| 6 => [ :agi, 0.05, 5], | |
| 7 => [ :luk, 0.05, 5], | |
| 8 => [ :gold, 0.15, 10], | |
| 9 => [ :exp, 0.05, 10], | |
| } # Do not remove this. | |
| # The following hash will adjust each of the formulas for each base stat. | |
| # Adjust them as you see fit but only if you know what you're doing. | |
| # base - The base stat from the enemy database. | |
| # per - Growth rate which has not been yet converted to a percent. | |
| # set - Set growth rate. Modified | |
| # Default: "base * (1.00 + (level-1) * per) + (set * (level-1))" | |
| STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))" | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Party Level to Enemy Level Action Conditions - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # Setting the below to true will cause the Party Level requirement under | |
| # Action Conditions in the Action Patterns list to become an Enemy Level | |
| # requirement. The enemy must be at least the level or else it cannot use | |
| # the listed action. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| PARTY_LEVEL_TO_ENEMY_LEVEL = true | |
| end # ENEMY_LEVEL | |
| end # YEA | |
| #============================================================================== | |
| # ▼ Editting anything past this point may potentially result in causing | |
| # computer damage, incontinence, explosion of user's head, coma, death, and/or | |
| # halitosis so edit at your own risk. | |
| #============================================================================== | |
| module YEA | |
| module REGEXP | |
| module USABLEITEM | |
| LEVEL_CHANGE = /<(?:ENEMY LEVEL|enemy level):[ ]([\+\-]\d+)>/i | |
| LEVEL_RESET = /<(?:ENEMY LEVEL RESET|enemy level reset)>/i | |
| end # USABLEITEM | |
| module ENEMY | |
| LEVEL_TYPE = /<(?:LEVEL_TYPE|level type):[ ](\d+)>/i | |
| LEVEL_MIN = /<(?:MIN_LEVEL|min level|minimum level):[ ](\d+)>/i | |
| LEVEL_MAX = /<(?:MAX_LEVEL|max level|maximum level):[ ](\d+)>/i | |
| LEVEL_SET = /<(?:SET_LEVEL|set level|permanent level):[ ](\d+)>/i | |
| LEVEL_RAND = /<(?:LEVEL_RANDOM|level random):[ ](\d+)>/i | |
| GROWTH_PER = /<(.*):[ ]([\+\-]\d+)([%%])[ ](?:PER_LEVEL|per level)>/i | |
| GROWTH_SET = /<(.*):[ ]([\+\-]\d+)[ ](?:PER_LEVEL|per level)>/i | |
| HIDE_LEVEL = /<(?:HIDE_LEVEL|hide level)>/i | |
| end # ENEMY | |
| end # REGEXP | |
| end # YEA | |
| #============================================================================== | |
| # ■ Numeric | |
| #============================================================================== | |
| class Numeric | |
| #-------------------------------------------------------------------------- | |
| # new method: group_digits | |
| #-------------------------------------------------------------------------- | |
| unless $imported["YEA-CoreEngine"] | |
| def group; return self.to_s; end | |
| end # $imported["YEA-CoreEngine"] | |
| end # Numeric | |
| #============================================================================== | |
| # ■ DataManager | |
| #============================================================================== | |
| module DataManager | |
| #-------------------------------------------------------------------------- | |
| # alias method: load_database | |
| #-------------------------------------------------------------------------- | |
| class <<self; alias load_database_elv load_database; end | |
| def self.load_database | |
| load_database_elv | |
| load_notetags_elv | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: load_notetags_elv | |
| #-------------------------------------------------------------------------- | |
| def self.load_notetags_elv | |
| groups = [$data_enemies, $data_skills, $data_items] | |
| for group in groups | |
| for obj in group | |
| next if obj.nil? | |
| obj.load_notetags_elv | |
| end | |
| end | |
| end | |
| end # DataManager | |
| #============================================================================== | |
| # ■ RPG::UsableItem | |
| #============================================================================== | |
| class RPG::UsableItem < RPG::BaseItem | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :level_change | |
| attr_accessor :level_reset | |
| #-------------------------------------------------------------------------- | |
| # common cache: load_notetags_elv | |
| #-------------------------------------------------------------------------- | |
| def load_notetags_elv | |
| @level_change = 0 | |
| @level_reset = false | |
| #--- | |
| self.note.split(/[\r\n]+/).each { |line| | |
| case line | |
| #--- | |
| when YEA::REGEXP::USABLEITEM::LEVEL_CHANGE | |
| @level_change = $1.to_i | |
| when YEA::REGEXP::USABLEITEM::LEVEL_RESET | |
| @level_reset = true | |
| end | |
| } # self.note.split | |
| #--- | |
| end | |
| end # RPG::UsableItem | |
| #============================================================================== | |
| # ■ RPG::Enemy | |
| #============================================================================== | |
| class RPG::Enemy < RPG::BaseItem | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :hide_level | |
| attr_accessor :level_type | |
| attr_accessor :level_min | |
| attr_accessor :level_max | |
| attr_accessor :level_rand | |
| attr_accessor :level_growth | |
| #-------------------------------------------------------------------------- | |
| # common cache: load_notetags_elv | |
| #-------------------------------------------------------------------------- | |
| def load_notetags_elv | |
| @hide_level = false | |
| @level_type = YEA::ENEMY_LEVEL::DEFAULT_LEVEL_TYPE | |
| @level_min = 1 | |
| @level_max = YEA::ENEMY_LEVEL::MAX_LEVEL | |
| @level_rand = YEA::ENEMY_LEVEL::RANDOM_FLUCTUATION | |
| @level_growth = Marshal.load(Marshal.dump(YEA::ENEMY_LEVEL::DEFAULT_GROWTH)) | |
| #--- | |
| self.note.split(/[\r\n]+/).each { |line| | |
| case line | |
| #--- | |
| when YEA::REGEXP::ENEMY::HIDE_LEVEL | |
| @hide_level = true | |
| when YEA::REGEXP::ENEMY::LEVEL_TYPE | |
| @level_type = $1.to_i | |
| when YEA::REGEXP::ENEMY::LEVEL_MIN | |
| @level_min = [$1.to_i, 1].max | |
| when YEA::REGEXP::ENEMY::LEVEL_MAX | |
| @level_max = [$1.to_i, YEA::ENEMY_LEVEL::MAX_LEVEL].min | |
| when YEA::REGEXP::ENEMY::LEVEL_SET | |
| @level_min = [[$1.to_i, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min | |
| @level_max = [[$1.to_i, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min | |
| when YEA::REGEXP::ENEMY::LEVEL_RAND | |
| @level_rand = $1.to_i | |
| #--- | |
| when YEA::REGEXP::ENEMY::GROWTH_PER | |
| case $1.upcase | |
| when "MAXHP", "MHP", "HP" | |
| type = 0 | |
| when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" | |
| type = 1 | |
| when "ATK", "ATTACK" | |
| type = 2 | |
| when "DEF", "DEFENSE" | |
| type = 3 | |
| when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" | |
| type = 4 | |
| when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" | |
| type = 5 | |
| when "AGI", "AGILITY" | |
| type = 6 | |
| when "LUK", "LUCK" | |
| type = 7 | |
| when "GOLD", "MONEY" | |
| type = 8 | |
| when "EXP", "EXPERIENCE", "XP" | |
| type = 9 | |
| else; next | |
| end | |
| @level_growth[type][1] = $2.to_i * 0.01 | |
| when YEA::REGEXP::ENEMY::GROWTH_SET | |
| case $1.upcase | |
| when "MAXHP", "MHP", "HP" | |
| type = 0 | |
| when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP" | |
| type = 1 | |
| when "ATK", "ATTACK" | |
| type = 2 | |
| when "DEF", "DEFENSE" | |
| type = 3 | |
| when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT" | |
| type = 4 | |
| when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE" | |
| type = 5 | |
| when "AGI", "AGILITY" | |
| type = 6 | |
| when "LUK", "LUCK" | |
| type = 7 | |
| when "GOLD", "MONEY" | |
| type = 8 | |
| when "EXP", "EXPERIENCE", "XP" | |
| type = 9 | |
| else; next | |
| end | |
| @level_growth[type][2] = $2.to_i | |
| end | |
| } # self.note.split | |
| #--- | |
| end | |
| end # RPG::Enemy | |
| #============================================================================== | |
| # ■ Game_Battler | |
| #============================================================================== | |
| class Game_Battler < Game_BattlerBase | |
| #-------------------------------------------------------------------------- | |
| # alias method: item_user_effect | |
| #-------------------------------------------------------------------------- | |
| alias game_battler_item_user_effect_elv item_user_effect | |
| def item_user_effect(user, item) | |
| game_battler_item_user_effect_elv(user, item) | |
| apply_level_changes(item) if self.is_a?(Game_Enemy) | |
| end | |
| end # Game_Battler | |
| #============================================================================== | |
| # ■ Game_Enemy | |
| #============================================================================== | |
| class Game_Enemy < Game_Battler | |
| #-------------------------------------------------------------------------- | |
| # alias method: initialize | |
| #-------------------------------------------------------------------------- | |
| alias game_enemy_initialize_elv initialize | |
| def initialize(index, enemy_id) | |
| game_enemy_initialize_elv(index, enemy_id) | |
| create_init_level | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: level | |
| #-------------------------------------------------------------------------- | |
| def level | |
| create_init_level if @level.nil? | |
| return @level | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: level= | |
| #-------------------------------------------------------------------------- | |
| def level=(value) | |
| create_init_level if @level.nil? | |
| return if @level == value | |
| hp_rate = self.hp.to_f / self.mhp.to_f | |
| mp_rate = self.mp.to_f / [self.mmp, 1].max.to_f | |
| #@level = [[value, 1].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min | |
| @level = [[value, @level].max, YEA::ENEMY_LEVEL::MAX_LEVEL].min | |
| self.hp = (self.mhp * hp_rate).to_i | |
| self.mp = (self.mmp * mp_rate).to_i | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: create_init_level | |
| #-------------------------------------------------------------------------- | |
| def create_init_level | |
| set_level_type | |
| @hp = mhp | |
| @mp = mmp | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: set_level_type | |
| #-------------------------------------------------------------------------- | |
| def set_level_type | |
| @level = $game_party.match_party_level(enemy.level_type) | |
| @level += rand(enemy.level_rand+1) | |
| @level -= rand(enemy.level_rand+1) | |
| @level = [[@level, enemy.level_max].min, enemy.level_min].max | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: transform | |
| #-------------------------------------------------------------------------- | |
| alias game_enemy_transform_elv transform | |
| def transform(enemy_id) | |
| game_enemy_transform_elv(enemy_id) | |
| create_init_level | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: apply_level_changes | |
| #-------------------------------------------------------------------------- | |
| def apply_level_changes(item) | |
| create_init_level if item.level_reset | |
| self.level += item.level_change | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: param_base | |
| #-------------------------------------------------------------------------- | |
| alias game_enemy_param_base_elv param_base | |
| def param_base(param_id) | |
| base = game_enemy_param_base_elv(param_id) | |
| per = enemy.level_growth[param_id][1] | |
| set = enemy.level_growth[param_id][2] | |
| total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA) | |
| return total.to_i | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: exp | |
| #-------------------------------------------------------------------------- | |
| alias game_enemy_exp_elv exp | |
| def exp | |
| base = game_enemy_exp_elv | |
| per = enemy.level_growth[8][1] | |
| set = enemy.level_growth[8][2] | |
| total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA) | |
| return total.to_i | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: gold | |
| #-------------------------------------------------------------------------- | |
| alias game_enemy_gold_elv gold | |
| def gold | |
| base = game_enemy_gold_elv | |
| per = enemy.level_growth[9][1] | |
| set = enemy.level_growth[9][2] | |
| total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA) | |
| return total.to_i | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: name | |
| #-------------------------------------------------------------------------- | |
| alias game_enemy_name_elv name | |
| def name | |
| text = game_enemy_name_elv | |
| if add_level_name? | |
| fmt = YEA::ENEMY_LEVEL::LEVEL_TEXT | |
| text = sprintf(fmt, @level.group, text) | |
| end | |
| return text | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_level_name? | |
| #-------------------------------------------------------------------------- | |
| def add_level_name? | |
| if $imported["YEA-EnemyTargetInfo"] && show_info_param? | |
| return true | |
| end | |
| return false if enemy.hide_level | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: conditions_met_party_level? | |
| #-------------------------------------------------------------------------- | |
| if YEA::ENEMY_LEVEL::PARTY_LEVEL_TO_ENEMY_LEVEL | |
| def conditions_met_party_level?(param1, param2) | |
| return @level >= param1 | |
| end | |
| end | |
| end # Game_Enemy | |
| #============================================================================== | |
| # ■ Game_Party | |
| #============================================================================== | |
| class Game_Party < Game_Unit | |
| #-------------------------------------------------------------------------- | |
| # new method: match_party_level | |
| #-------------------------------------------------------------------------- | |
| def match_party_level(level_type) | |
| case level_type | |
| when 0; return all_lowest_level | |
| when 1; return lowest_level | |
| when 2; return average_level | |
| when 3; return highest_level | |
| else; return all_highest_level | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: all_lowest_level | |
| #-------------------------------------------------------------------------- | |
| def all_lowest_level | |
| lv = all_members.collect {|actor| actor.level }.min | |
| return lv | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: lowest_level | |
| #-------------------------------------------------------------------------- | |
| def lowest_level | |
| lv = members.collect {|actor| actor.level }.min | |
| return lv | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: average_level | |
| #-------------------------------------------------------------------------- | |
| def average_level | |
| lv = 0 | |
| for member in all_members; lv += member.level; end | |
| lv /= all_members.size | |
| return lv | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: highest_level | |
| #-------------------------------------------------------------------------- | |
| def highest_level | |
| lv = members.collect {|actor| actor.level }.max | |
| return lv | |
| end | |
| #-------------------------------------------------------------------------- | |
| # all method: all_highest_level | |
| #-------------------------------------------------------------------------- | |
| def all_highest_level | |
| lv = all_members.collect {|actor| actor.level }.max | |
| return lv | |
| end | |
| end # Game_Party | |
| #============================================================================== | |
| # | |
| # ▼ End of File | |
| # | |
| #============================================================================== |