Enemy Level System - KageDesu/Alpha-ABS GitHub Wiki

⚠️ Available since Build 1125

1. How set Level to the Enemy

Use ABS parameter <level:X>, where X - level

You can set Random level from Range, use ABS parameter <levelRange:A,B>, where A - min, B - max
⚠️ <levelRange> can be used only like comment in ABS Event


2. Special Behavior for enemies

Use ABS parameters:

  1. <noFightIfLvlBelow:X> - if player level is X more than monster level, then monster will not attack the player

Example: <level: 4> noFightIfLvlBelow:2 - monster will not attack the player, if player level will be 6 ( 4 + 2 )

  1. <runAwayIfLvlBelow:X> - if player level is X more than monster level, then monster will run away from player.

3. Special common event

<cEvIfLvlNotSame:X> - if player level > the enemy level, start common event (X = common event ID)
⚠️ This common event start only one, when monster first time see player

For check enemy level inside common event, use script call this.level()
Example:


4. Show Enemy Level On Target UI

⚠️ Available since Build 1164

Turn ON plugin Parameter Show Level

To change visual look: 📁 data\AABS\ UIElements.json, section: EnemyLevel


5. Using Enemy Level in Damage Formula

⚠️ Available since Build 1164

You can use a.level (or b.level) in Damage Formula for any Skill


6. Grown Tables

⚠️ Available since Build 1170

It's very cool feature, allows you rise enemies parameters with their levels. Not need create many enemy variations in Database, just create Grown Table and set parameters bonuses for each enemy parameter per each level.

See file 📁 data\AABS\ EnemyLeveling.json

How it's works
For example (on screenshot): "MaxHP": [5, 5, 5]
It's mean, if Enemy will be level 2, his "MaxHP" = "MaxHP" + 5
if Enemy will be level 3, his "MaxHP" = "MaxHP" + 5 + 5
And etc...

⚠️ Values array length can be less then levels, just will be used last value

.JSON file Example: Download

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