WhiteRose:Some people use a defined formula across the game to define all the enemies using the same logic.
PE = PA[n] * (pn / tn) * (1 + ef) / (3 - d)
PE - Enemy parameter
PA - Actor parameter (in level [n])
pn - Party number
tn - Troop number
ef - Enemy effectiveness - 0 - Low, 1 - Default, 2 - High
d - Enemy difficulty - 0 - Easy, 1 - Default, 2 - Boss
The script could calculate that automatically, with some adds to the current one it shouldn't be difficult.
But testing the game several times is the best way, and for me, the only way.
I never had problems with this; once you defined and tested the first type of enemy, others can be calculated as an improvement of the first, plus specific enemy parameter changes (for example adding agility on a flying enemy type).
I know something interesting about enemies with level in a more complex way on RPG maker XP. Some time ago I contributed on the hispanic community with a script called
ERON engine. I don't like some things on it but it's idea is great for some type of RPGs.
It's base is the next one: Enemies and Actors have the same properties and capacities; level, equip...
The way the script does that
using the default Database is the next one:
Every Actor is associated to a Enemy ID it uses as a base, so every Enemy is also associated to an Actor ID (and its class), and the battler is the result of both. The Database 'Actor' parameters now control both actors and enemies parameters because of the level variation. The 'Actor' element / state represent the specific elements and states of that battler, and the 'Enemy' ones the weakness to that element / state. Finally the gold is recalculated using the 'Enemy' value with a level multiplicator, and enemy's equip is added to the treasures array.
About the SephirothSpawn's script, it's a good way to make the game difficult from start to end, and in a game based by time where everyone (good and evil) train in the same time to get the victory (for example Age of Empires), the more you wait the stronger your enemies are. But for a classical RPG I would not use that because some reasons; First, the best way the player realize how strong his party has been made because of the training (and also how strong the antagonist is) is battle them with an enemy type which were hard to kill before and now it's so easy; Second, because with the script, grinding (go back to train) makes no sense since it will not cause an advantage of the party over the enemies; And Third, it's logical that the party gets stronger after every battle, but the enemies who didn't fight with the party shouldn't have that growth.
Uh and... I like the variance add-on, lol.