class Game_Enemy < Game_Battler
Default_Level = 3
Levels = {}
Levels[1] = 5
Levels[8] = 7
def level
if Levels[self.id] == nil
return Default_Level
else
return Levels[self.id]
end
end
end
class Game_Battler
alias before_fomar_level_skills_skill_effect skill_effect
def skill_effect(user, skill)
case skill.id
when 1 # Hmm heal can be level 3 flare!!!
if (self.level / 3) == (self.level.to_f / 3.0)
return before_fomar_level_skills_skill_effect(user, $data_skills[2]) # That other healing spell is flare!!!
else
self.critical = false
self.damage = "Miss"
return false
end
when 3 # Hmm the last healing spell can be level 4 quarter!!!
if (self.level / 4) == (self.level.to_f / 4.0)
self.damage = (self.hp * 3)/4
return true
else
self.critical = false
self.damage = "Miss"
return false
end
when 4 # I can't even be bother to check what this is but now it is level 5 death
if (self.level / 5) == (self.level.to_f / 5.0)
self.hp = 0
self.damage = 'Lvl 5 Death'
return true
else
self.critical = false
self.damage = "Miss"
return false
end
else
return before_fomar_level_skills_skill_effect(user, skill)
end
end
end