Enemy Levels Plugin for RPG Maker MZ
A downloadable asset pack
Enemies in RPG Maker MZ do not have a built-in level progression system, and
are defined with static parameters that do not change throughout the game.
This plugin allows game developers:
- To apply levels to enemies in their game, based on various conditions.
- To define how these enemies "evolve" per level, in terms of:
- The Increase in their stats (Max HP, Max MP, Attack etc.)
- The accumulation of skills & traits.
- The increase in the amount of gold they drop when defeated.
- The items they drop in each level when defeated.
- The EXP awarded for defeating them.
- And even the the way they look in battle (the images used as the enemy's sprites per level).
- To apply enemy levels and the customization of enemy levels in the following descending order (each category overriding the one preceding it):
- As a default - all enemies in the game not otherwise customized will be affected.
- Per enemy type (ID) - all enemies of a certain ID (for example - all Goblins) not otherwise customized will be affected.
- Per enemy instance - specific enemies in a specific battle will be affected.
- To DETERMINE enemy levels:
- Using fixed values.
- Based on the game party / battling party members' levels (highest, average or lowest).
- Based on the value of game variables.
- Based on the enemy's location data (map IDs, Map difficulty, Region IDs).
- To MODIFY enemy levels ("on top" of the previously determined level) through:
- Level variation definitions (the user can define a "range" instead of a fixed number), which enable level diversity within an enemy troop.
- Bonus / penalty modifiers, which can be defined based on various parameters such as enemy ID, location data, the value of game variables, weather conditions, items in the player party's possession, and the composition of the player's party.
- To define the enemy's stats / gold / EXP increase per level in one of three different methods:
- Flat - a fixed value will be added to each parameter per level.
For example: a fixed value of 5 will be added to max HP per level.
The formula for calculating a stat's value (where 'base' is the original value in the database): base + (flat rate * (level - 1)). - Relative - a percentage of the current value of the parameter will be added to it when progressing to the next level. For example: if the value of ATK at level 4 is 20, and the defined relative progression rate for this parameter is 20% per level, then the value of ATK at level 5 will be 24 (20 + 4).
The formula for calculating a stat's value in this case:
base * (relative rate ** (level - 1)). - Flat & Relative - a combination of both methods. The formula for calculating a stat's value in this case:
((((((base * relative rate) + flat rate) * relative rate) + flat rate) * relative rate) + flat rate)... (and so on for the required number of levels - 1).
- Flat - a fixed value will be added to each parameter per level.
- To change enemy levels mid-battle through a plugin command, or allow the player's party to do the same through the application of items or skills.
- To Define whether or not to display the enemy's name & level above their sprite during battle, and if display - the textual format in which to display it.
31.1.2025 Update: Uploaded an updated version of the plugin, making it now COMPATIBLE with my "Customized Dynamically Generated Chest Loot" plugin. This means that if you place an enemy troop to "guard" the treasure chest, the LEVELED parameters of its members (such as levels, stats, skills & traits) can be taken into account when customizing / calculating the amount and type of loot in the chest. See further details and explanations in the page dedicated to the "loot" plugin.
IMPORTANT NOTE: If you intend to use both plugins together, you need to download the current versions of BOTH (which is recommended anyway).
All features and required parameters are explained in detail in the plugin's help section.
Since this project and other projects on my page are my first attempts at plugin coding, any constructive feedback is welcome and appreciated. If you encounter a bug or any other problem, please report it in a comment and I will do my best to fix it. You may also request additional features.
If you used the plugin and thought it was good, please take a few seconds to leave a good rating or review, it really helps getting it out there!
And finally - The plugin is free to use and you are welcome to it. However, If you find that you can donate a few dollars to support my work, on this project and future ones, it will be very much appreciated, as a LOT of time and effort went into it. Enjoy!
✔️ YOU CAN:
- Use the plugin in any commercial or non-commercial project
- An acknowledgment in the credits would be appreciated (but is not mandatory)
❌ YOU CAN'T:
- Resell or distribute the plugin to others
- Edit and resell the plugin to others
Status | Released |
Category | Assets |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | cocomode |
Genre | Role Playing |
Tags | Asset Pack, plugin, rmmz, Royalty Free, RPG Maker, RPG Maker MZ |
Download
Click download now to get access to the following files:
Development log
- Enemy Levels Plugin Optimization57 days ago
- New version of the plugin now compatible with my "Customized Dynamically Generat...Jan 31, 2025
- Enemy Levels Plugin for RPG Maker MZJan 20, 2025
Comments
Log in with itch.io to leave a comment.
Thanks for this excellent plugin!
Works just fine along with the VisuStella stuff, just plug it in, tweak a few easy to understand mechanics and play.
The double edged sword I find that is inherently within enemy levelling up mechanics is that it disincentivizes grinding. Luckily, I have a few tricks up my sleeve to get around that for my game.
The enemy levels and also your plugin are absolutely essential to my game since the player will be able to choose from a number of different characters, each starting in their own different scenario, but will eventually converge.
This allows me to have everything set at level 1 and go from there, instead of having to navigate having to balance end of game dungeon enemies with one character containing starter slimes because it is close to another character's initial scenario.
I gave you a rating and a follow. Be interesting to see what you come up with next, but thanks for making this little gem.
Thank you! I really appreciate the feedback and the rating.
I'll be interested to see your game and how the plugin integrates into it so I'll be sure to follow you too.
To your last question, I am currently considering a crafting system plugin, but since I have quite a workload right now this might take a while.
Thank you, of course you will get a mention on the itch page because I plan to put the game page up soon with a v0.1.
The game will not be fully ready for months, perhaps years since I have had this in the planning a long time and could not commit to build for other obligations, but now I am free to work on it every day.
A crafting system sounds excellent - if you are looking for direction, I did look for crafting plugins and found that they are much more complex than they need be. There are a lot of bells and whistles and skills levelling up everywhere, images flying in, when all I wanted was something very simple.
Current weapon: Sword +1
Material A required: 8/5 (Possessed/Required)
Material B required: 1/2 (Possessed/Required)
Crafted Weapon: Sword +2 (But we cannot make it because we are one short of Material B in this instance)
I could not for the life of me find a simple system that works like this. It's just some thought for you but good luck with whatever you are working on.
Thanks, I'll take your input into account. And good luck with your game, it sounds like a passion project.