Ruby, RGSS & General Code Discussion
#6
My Dynamic Leveling Scriptlet

Code:
module DynamicLeveling
  EXP_PERCENT = 0.1
  def self.dynamic_level_exp(enemy, actor_level)
    lvl_bonus_penalty = enemy.level - actor_level
    exp = (enemy.exp * EXP_PERCENT).round
    total_exp = [1, enemy.exp + (lvl_bonus_penalty * exp)].max
  end
end

class Game_Enemy
  attr_accessor :level
end

Let's say you want an actor to get some experience from a couple of poor, abused ghosts.

actor.exp = DynamicLeveling.dynamic_level_exp(enemy, actor_level)

The catch here would be the need to find a way to assign them a specific level either by using an array, a hash or something else.

Oh, oh, I found some other weird stuff found in the default scripts.

Code:
def all_dead?
    # If number of party members is 0
    if $game_party.actors.size == 0
      return false
    end
    # If an actor is in the party with 0 or more HP
    for actor in @actors
      if actor.hp > 0
        return false
      end
    end
    # All members dead
    return true
  end
  #--------------------------------------------------------------------------
  # * Slip Damage Check (for map)
  #--------------------------------------------------------------------------
  def check_map_slip_damage
    for actor in @actors
      if actor.hp > 0 and actor.slip_damage?
        actor.hp -= [actor.maxhp / 100, 1].max
        if actor.hp == 0
          $game_system.se_play($data_system.actor_collapse_se)
        end
        $game_screen.start_flash(Color.new(255,0,0,128), 4)
        $game_temp.gameover = $game_party.all_dead?
      end
    end
  end

Note that this comes from Game_Party class an even so it calls itself with an external flag, i.e. $game_party.actors.size and $game_party.all_dead?, I don't really know why they thought it would ever make any sense to achieve such a terrible and useless feat.
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Messages In This Thread
RE: Ruby, RGSS & General Code Discussion - by kyonides - 12-21-2012, 11:55 PM

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