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Difficulty script + Difficult-Unlocker v.2(for use with KGC or Seph Game Dif,system)

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Difficulty script + Difficult-Unlocker v.2

What it does?
Èxsharaèn :
let's say a player choose Easy difficulty (while the only difficulty available is Easy). After s/he beats the game once, s/he will unlock Normal difficulty. And so on, beating Normal will reveal Hard, and Hard reveals Nightmare (just as Diablo II and Dungeon Siege II do, if you play either).



http://img241.imageshack.us/img241/4710/dibujo2um7.th.jpg[/IMG]http://img171.imageshack.us/img171/6492/dibujokx4.th.jpg[/IMG]

Code:
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
#Difficult-Unlocker by panchokoster
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
#Panchokoster
# Version 2
#
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©

module DIFFICULT
  SPRITESET_TYPE = 1 #choose spriteset type, 1=>title screen, 2=>picture, 3+map
  PICTURE_NAME = "picture name" #choose spriteset typen 2 to use, put the image in yours pictures folder
  
  #game_switches used in the script
  HARD = 6
  MANIA = 7
 # UNKNOWN = 8
 # DIVINE = 9
  BEAT_GAME = 10
end

#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
# Scenes
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©

class Scene_Title
  alias old_command_new_game command_new_game
  def command_new_game
    old_command_new_game
    $scene =Scene_select_yes_no.new
    if FileTest.exist?("Save1.rxdata")#Checks if the save file exists
     file = File.open("Save1.rxdata")#Opens save
     # Read character data for drawing save file
     characters = Marshal.load(file)
     # Read frame count for measuring play time
     Graphics.frame_count = Marshal.load(file)
     # Read each type of game object
     $game_system        = Marshal.load(file)
     $game_switches      = Marshal.load(file)
     $game_variables     = Marshal.load(file)
     file.close
    end
  end
end


class Scene_difficult_menu
  def initialize(menu_index = 2)
    @menu_index = menu_index 
  end  

  def main
    case DIFFICULT::SPRITESET_TYPE
     when 1
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
     when 2
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
     when 3
       @spriteset = Spriteset_Map.new
    end
   @window_q2 = Window_question2.new 
   @window_q2.x = 50
   @window_q2.y = 125-64
   @window_help = Window_Help_dif_menu.new 
   
   @window_help.update(" ") 
     s1 = "Rookie"
     s2 = "Easy"
     s3 = "Normal"
     s4 = "Hard"
     s5 = "Mania"
    @window_help.x = 50
   @window_help.y = 125
   @window_command_dif = Window_Command.new(200, [s1,s2,s3,s4,s5])
   @window_command_dif.y = 189
   @window_command_dif.x = 220
   @window_command_dif.index = @menu_index
  
   
   
    if  $game_switches[DIFFICULT::HARD]  == false 
     @window_command_dif.disable_item(3)
   end
   
    if $game_switches[DIFFICULT::MANIA]  == false 
     @window_command_dif.disable_item(4)
   end
   

   @dif = true if $game_switches[DIFFICULT::HARD]
   @dif_2 = true if $game_switches[DIFFICULT::MANIA] 
   @dif_5 = true if $game_switches[DIFFICULT::BEAT_GAME]
   
   Graphics.transition 
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
#Execute when exiting the scene:
   Graphics.freeze
   @window_command_dif.dispose
   @window_help.dispose
   @window_q2.dispose
   case DIFFICULT::SPRITESET_TYPE
   when 1 , 2 
    @sprite.bitmap.dispose
    @sprite.dispose
   when 3
    @spriteset.dispose
   end
  end

#--------------------------------------------------------------------------------------------------------

  def update
   @window_command_dif.update 
   case @window_command_dif.index 
     when 0  
      @window_help.update("The minimal difficulty only for losers") #"Rookie"
     when 1
      @window_help.update("An easy difficult level for kids") #"Easy"
     when 2
      @window_help.update("The defaut game difficluty") #"Normal"
     when 3
       if $game_switches[DIFFICULT::HARD] 
        @window_help.update("Start fighting stronger monsters")
       else 
        @window_help.update("to have this option you must finish the game one time")#"Hard"
       end
     when 4
       if $game_switches[DIFFICULT::MANIA] 
        @window_help.update("Maniac difficult level, only for advanced gamers")
       else
        @window_help.update("to have this option you must beat ''Hard''")#"Mania"
       end
  
   end
  
    
   if Input.trigger?(Input::C) 
    case @window_command_dif.index 
    when 0 
    rookie
    when 1
    easy
    when 2
    normal 
    when 3
     if  $game_switches[DIFFICULT::HARD] 
      hard
     end
    when 4
     if $game_switches[DIFFICULT::MANIA] 
      mania
     end
  
    end  
   end
  end


  def resetear_todo
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    
    
    $game_switches[DIFFICULT::HARD] = @dif
    $game_switches[DIFFICULT::MANIA] = @dif_2
    $game_switches[DIFFICULT::BEAT_GAME] = @dif_5
  end
  
  def rookie #s1
    $game_system.se_play($data_system.decision_se)
    resetear_todo
    $game_difficulty.difficulty = 0
    $scene = Scene_Map.new
  end  

  def easy #s2
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   $game_difficulty.difficulty = 1
   $scene = Scene_Map.new
  end  

  def normal #s3
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   $game_difficulty.difficulty = 2
  $scene = Scene_Map.new
  end  

  def hard #s4
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   $game_difficulty.difficulty = 3
   $dif = 1
   $scene = Scene_Map.new
  end  
  
  def mania #s5
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   $game_difficulty.difficulty = 4
   $dif = 2
   $scene = Scene_Map.new
  end       
 
end



class Scene_select_yes_no
  

  def initialize(menu_index = 0)
   @menu_index = menu_index 
  end  

  def main
   case DIFFICULT::SPRITESET_TYPE
     when 1
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
     when 2
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
     when 3
       @spriteset = Spriteset_Map.new
   end
   @window_q=Window_question.new 
   @window_q.x = 200
   @window_q.y = 220-64

     s1 = "yes"
     s2 = "not right now"
     
   @window_yes_no = Window_Command.new(200, [s1,s2]) 
   @window_yes_no.y = 220
   @window_yes_no.x = 220
   @window_yes_no.index = @menu_index
      
   Graphics.transition
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
   Graphics.freeze
   @window_yes_no.dispose
   @window_q.dispose
    case DIFFICULT::SPRITESET_TYPE
    when 1..2
    @sprite.bitmap.dispose
    @sprite.dispose
    when 3
     @spriteset.dispose
   end
  end

  def update
     @window_yes_no.update 
  
  if Input.trigger?(Input::C)   
   case @window_yes_no.index 
  when 0 
    yes
  when 1
    no
    end  
   end
  end

  def yes
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_difficult_menu.new
  end
  
  def no
   $game_system.se_play($data_system.decision_se)
   $game_difficulty.difficulty = 2
   $scene = Scene_Map.new 
  end
 
end




class Scene_unlock_dif  

  def initialize(menu_index = 0)
    @menu_index = menu_index 
  end  


  def main
    $game_system.me_play($game_system.battle_end_me)

   @spriteset = Spriteset_Map.new
   @window_c=Window_unlock.new
   @window_c.x = 200
   @window_c.y = 220-64
     
   Graphics.transition
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
   Graphics.freeze
   @window_c.dispose
   @spriteset.dispose
  end
 
  def update
    if Input.trigger?(Input::C) 
     $scene = Scene_Map.new
     $game_map.autoplay 
    end 
  end
end
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
#Windows
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©

class Window_Help_dif_menu < Window_Base  
    
  def initialize 
    super(0, 0, 540,64)
    self.contents = Bitmap.new(width-32, height-32)
  end

  def update(help_text) 
    self.contents.clear 
    self.contents.draw_text(0, 0, 440, 32, help_text) 
  end

end 

class Window_question < Window_Base

  def initialize 
    super(0, 0, 240,64)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.draw_text(0, 0, 210, 32, "    Change game difficulty?")
  end

end 

class Window_question2 < Window_Base

  def initialize 
    super(0, 0, 240,64)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.draw_text(0, 0, 210, 32, "Choose the difficult Level... ")
  end

end 

class Window_unlock < Window_Base
  
  def initialize 
    super(0, 0, 240,96)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.size = 26
    show_dif
  end 

  def show_dif      
    if $game_switches[DIFFICULT::MANIA] 
       $game_switches[DIFFICULT::BEAT_GAME]  = true 
       self.contents.draw_text(0, 0, 210, 32, "congratulations, you beated")
       self.contents.draw_text(64, 34, 210, 32, "the game")
   
    elsif $game_switches[DIFFICULT::HARD] && $dif == 1
       if $game_switches[DIFFICULT::MANIA]
        self.contents.draw_text(0, 10, 210, 32, "difficulty already unlocked")
      else
       $game_switches[DIFFICULT::MANIA]  = true
       self.contents.draw_text(0, 0, 210, 32, " ''Mania''  difficulty")
       self.contents.draw_text(64, 34, 210, 32, "unlocked")
      end
    else 
      if $game_switches[DIFFICULT::HARD] 
        self.contents.draw_text(0, 10, 210, 32, "difficulty already unlocked")
      else
       $game_switches[DIFFICULT::HARD] = true
       self.contents.draw_text(0, 0, 210, 32, " ''Hard''  difficulty")
       self.contents.draw_text(64, 34, 210, 32, "unlocked")
      end
    end
  end

end
Code:
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
#Difficult-Unlocker by panchokoster
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
#Panchokoster
# Version 2
#
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©

module DIFFICULT
  SPRITESET_TYPE = 1 #choose spriteset type, 1=>title screen, 2=>picture, 3+map
  PICTURE_NAME = "picture name" #choose spriteset typen 2 to use, put the image in yours pictures folder
  
  #game_switches used in the script
  HARD = 6
  MANIA = 7
  UNKNOWN = 8
  DIVINE = 9
  BEAT_GAME = 10
end

#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
# Scenes
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©

class Scene_Title
  alias old_command_new_game command_new_game
  def command_new_game
    old_command_new_game
    $scene =Scene_select_yes_no.new
    if FileTest.exist?("Save1.rxdata")#Checks if the save file exists
     file = File.open("Save1.rxdata")#Opens save
     # Read character data for drawing save file
     characters = Marshal.load(file)
     # Read frame count for measuring play time
     Graphics.frame_count = Marshal.load(file)
     # Read each type of game object
     $game_system        = Marshal.load(file)
     $game_switches      = Marshal.load(file)
     $game_variables     = Marshal.load(file)
     file.close
    end
  end
end


class Scene_difficult_menu
  def initialize(menu_index = 2)
    @menu_index = menu_index 
  end  

  def main
    case DIFFICULT::SPRITESET_TYPE
     when 1
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
     when 2
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
     when 3
       @spriteset = Spriteset_Map.new
    end
   @window_q2 = Window_question2.new 
   @window_q2.x = 50
   @window_q2.y = 125-64
   @window_help = Window_Help_dif_menu.new 
   
   @window_help.update(" ") 
     s1 = "Rookie"
     s2 = "Easy"
     s3 = "Normal"
     s4 = "Hard"
     s5 = "Mania"
     s6 = "Unknown"
     s7 = "Divine"
   @window_help.x = 50
   @window_help.y = 125
   @window_command_dif = Window_Command.new(200, [s1,s2,s3,s4,s5,s6,s7])
   @window_command_dif.y = 189
   @window_command_dif.x = 220
   @window_command_dif.index = @menu_index
  
   
   
    if  $game_switches[DIFFICULT::HARD]  == false 
     @window_command_dif.disable_item(3)
   end
   
    if $game_switches[DIFFICULT::MANIA]  == false 
     @window_command_dif.disable_item(4)
   end
   
    if $game_switches[DIFFICULT::UNKNOWN]  == false 
     @window_command_dif.disable_item(5)
   end
   
    if $game_switches[DIFFICULT::DIVINE]  == false 
     @window_command_dif.disable_item(6)
   end
   @dif = true if $game_switches[DIFFICULT::HARD]
   @dif_2 = true if $game_switches[DIFFICULT::MANIA] 
   @dif_3 = true if $game_switches[DIFFICULT::UNKNOWN] 
   @dif_4 = true if $game_switches[DIFFICULT::DIVINE] 
   @dif_5 = true if $game_switches[DIFFICULT::BEAT_GAME]
   
   Graphics.transition 
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
#Execute when exiting the scene:
   Graphics.freeze
   @window_command_dif.dispose
   @window_help.dispose
   @window_q2.dispose
   case DIFFICULT::SPRITESET_TYPE
   when 1 , 2 
    @sprite.bitmap.dispose
    @sprite.dispose
   when 3
    @spriteset.dispose
   end
  end

#--------------------------------------------------------------------------------------------------------

  def update
   @window_command_dif.update 
   case @window_command_dif.index 
     when 0  
      @window_help.update("The minimal difficulty only for losers") #"Rookie"
     when 1
      @window_help.update("An easy difficult level for kids") #"Easy"
     when 2
      @window_help.update("The defaut game difficluty") #"Normal"
     when 3
       if $game_switches[DIFFICULT::HARD] 
        @window_help.update("Start fighting stronger monsters")
       else 
        @window_help.update("to have this option you must finish the game one time")#"Hard"
       end
     when 4
       if $game_switches[DIFFICULT::MANIA] 
        @window_help.update("Maniac difficult level, only for advanced gamers")
       else
        @window_help.update("to have this option you must beat ''Hard''")#"Mania"
       end
     when 5
       if $game_switches[DIFFICULT::UNKNOWN] 
        @window_help.update("????")
       else
        @window_help.update("to have this option you must beat ''Mania''")#"Unknown"
       end
     when 6
       if $game_switches[DIFFICULT::DIVINE] 
        @window_help.update("Master the game fighting the strongest monsters")
       else
        @window_help.update("to have this option you must beat ''Unknown''")#"Divine"
       end
   end
  
    
   if Input.trigger?(Input::C) 
    case @window_command_dif.index 
    when 0 
    rookie
    when 1
    easy
    when 2
    normal 
    when 3
     if  $game_switches[DIFFICULT::HARD] 
      hard
     end
    when 4
     if $game_switches[DIFFICULT::MANIA] 
      mania
     end
    when 5
     if $game_switches[DIFFICULT::UNKNOWN] 
      unknown
     end
    when 6
     if $game_switches[DIFFICULT::DIVINE] 
      divine
     end
    end  
   end
  end


  def resetear_todo
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    
    
    $game_switches[DIFFICULT::HARD] = @dif
    $game_switches[DIFFICULT::MANIA] = @dif_2
    $game_switches[DIFFICULT::UNKNOWN] = @dif_3
    $game_switches[DIFFICULT::DIVINE] = @dif_4
    $game_switches[DIFFICULT::BEAT_GAME] = @dif_5
  end
  
  def rookie #s1
    $game_system.se_play($data_system.decision_se)
    resetear_todo
    Difficulty.set(0)
    $scene = Scene_Map.new
  end  

  def easy #s2
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   Difficulty.set(1)
   $scene = Scene_Map.new
  end  

  def normal #s3
   $game_system.se_play($data_system.decision_se)
   resetear_todo
  $scene = Scene_Map.new
  end  

  def hard #s4
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   Difficulty.set(3)
   $dif = 1
   $scene = Scene_Map.new
  end  
  
  def mania #s5
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   Difficulty.set(4)
   $dif = 2
   $scene = Scene_Map.new
  end       
 
  def unknown #s6
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   Difficulty.set(5)
   $dif = 3
   $scene = Scene_Map.new
  end     

  def divine #s7
   $game_system.se_play($data_system.decision_se)
   resetear_todo
   Difficulty.set(6)
   $dif = 4
   $scene = Scene_Map.new
  end      

end



class Scene_select_yes_no
  

  def initialize(menu_index = 0)
   @menu_index = menu_index 
  end  

  def main
   case DIFFICULT::SPRITESET_TYPE
     when 1
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
     when 2
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
     when 3
       @spriteset = Spriteset_Map.new
   end
   @window_q=Window_question.new 
   @window_q.x = 200
   @window_q.y = 220-64

     s1 = "yes"
     s2 = "not right now"
     
   @window_yes_no = Window_Command.new(200, [s1,s2]) 
   @window_yes_no.y = 220
   @window_yes_no.x = 220
   @window_yes_no.index = @menu_index
      
   Graphics.transition
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
   Graphics.freeze
   @window_yes_no.dispose
   @window_q.dispose
    case DIFFICULT::SPRITESET_TYPE
    when 1..2
    @sprite.bitmap.dispose
    @sprite.dispose
    when 3
     @spriteset.dispose
   end
  end

  def update
     @window_yes_no.update 
  
  if Input.trigger?(Input::C)   
   case @window_yes_no.index 
  when 0 
    yes
  when 1
    no
    end  
   end
  end

  def yes
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_difficult_menu.new
  end
  
  def no
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(2) 
   $scene = Scene_Map.new 
  end
 
end




class Scene_unlock_dif  

  def initialize(menu_index = 0)
    @menu_index = menu_index 
  end  


  def main
    $game_system.me_play($game_system.battle_end_me)

   @spriteset = Spriteset_Map.new
   @window_c=Window_unlock.new
   @window_c.x = 200
   @window_c.y = 220-64
     
   Graphics.transition
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
   Graphics.freeze
   @window_c.dispose
   @spriteset.dispose
  end
 
  def update
    if Input.trigger?(Input::C) 
     $scene = Scene_Map.new
     $game_map.autoplay 
    end 
  end
end
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©
#Windows
#Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©Û©

class Window_Help_dif_menu < Window_Base  
    
  def initialize 
    super(0, 0, 540,64)
    self.contents = Bitmap.new(width-32, height-32)
  end

  def update(help_text) 
    self.contents.clear 
    self.contents.draw_text(0, 0, 440, 32, help_text) 
  end

end 

class Window_question < Window_Base

  def initialize 
    super(0, 0, 240,64)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.draw_text(0, 0, 210, 32, "    Change game difficulty?")
  end

end 

class Window_question2 < Window_Base

  def initialize 
    super(0, 0, 240,64)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.draw_text(0, 0, 210, 32, "Choose the difficult Level... ")
  end

end 

class Window_unlock < Window_Base
  
  def initialize 
    super(0, 0, 240,96)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.size = 26
    show_dif
  end 

  def show_dif      
    if $game_switches[DIFFICULT::DIVINE] && $dif == 4
       $game_switches[DIFFICULT::BEAT_GAME]  = true 
       self.contents.draw_text(0, 0, 210, 32, "congratulations, you beated")
       self.contents.draw_text(64, 34, 210, 32, "the game")
    elsif $game_switches[DIFFICULT::UNKNOWN]&& $dif == 3
       if $game_switches[DIFFICULT::DIVINE]
        self.contents.draw_text(0, 10, 210, 32, "difficulty already unlocked")
      else
       $game_switches[DIFFICULT::DIVINE]  = true 
       self.contents.draw_text(0, 0, 210, 32, " ''Divine''  difficulty")
       self.contents.draw_text(64, 34, 210, 32, "unlocked")
      end
    elsif $game_switches[DIFFICULT::MANIA]  && $dif == 2
       if $game_switches[DIFFICULT::UNKNOWN]
        self.contents.draw_text(0, 10, 210, 32, "difficulty already unlocked")
      else
       $game_switches[DIFFICULT::UNKNOWN]  = true
       self.contents.draw_text(0, 0, 210, 32, " ''Unknown''  difficulty")
       self.contents.draw_text(64, 34, 210, 32, "unlocked")
      end
    elsif $game_switches[DIFFICULT::HARD] && $dif == 1
       if $game_switches[DIFFICULT::MANIA]
        self.contents.draw_text(0, 10, 210, 32, "difficulty already unlocked")
      else
       $game_switches[DIFFICULT::MANIA]  = true
       self.contents.draw_text(0, 0, 210, 32, " ''Mania''  difficulty")
       self.contents.draw_text(64, 34, 210, 32, "unlocked")
      end
    else 
      if $game_switches[DIFFICULT::HARD] 
        self.contents.draw_text(0, 10, 210, 32, "difficulty already unlocked")
      else
       $game_switches[DIFFICULT::HARD] = true
       self.contents.draw_text(0, 0, 210, 32, " ''Hard''  difficulty")
       self.contents.draw_text(64, 34, 210, 32, "unlocked")
      end
    end
  end

end
KCG_BattleDifficultyhttp://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/frame.html

SephirothSpawn Dynamic Enemies & Game Difficulty
http://www.rmxp.org/forums/showthread.php?t=7144


http://img415.imageshack.us/img415/2610/dibujocb7.jpg[/IMG]
http://img415.imageshack.us/img415/4430/dibujo2df8.jpg[/IMG]
there is also a demo, try the rookie and divine difficulty and you will feel the power of the difficulty script;)
http://rapidshare.de/files/32786150/dificultad.rar.html

demo v.2
just add the two scripts above main
before the credits call a script with
$scene = Scene_unlock_dif.new
note: in the game, the player must save in the slot 1,(there is a force save slot script but it was hacked)

you can change the background at this line
SPRITESET_TYPE = 2 #choose spriteset type, 1=>title screen, 2=>picture, 3+map
PICTURE_NAME = "picture name" #choose spriteset type 2 to use, put the image in yours pictures folder

thanks to Trickster, SephirothSpawn, and dubealex for the tutorials
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ?????? - KGC_BattleDifficulty?
#_/----------------------------------------------------------------------------
#_/  ?????????????????
#_/  (?????????????[MenuAlter][TitleOption]??)
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# ? ???????? ?
#==============================================================================

module KGC
  # ??????
  #  «"??", HP, SP, ????, EXP, ????, ????????»
  #  ?????????(???)?
  BD_DIFFICULTY_LIST = [
    ["Rookie",   60,  50,  60, 100, 100, 100],
    ["Easy",     80,  80,  70, 100, 100, 100],
    ["Normal",  100, 100, 100, 100, 100, 100],
    ["Hard",    150, 130, 120, 100, 100, 100],
    ["Mania",   200, 180, 150, 100, 100, 100],
    ["Unknown", 300, 260, 200, 100, 100, 100],
    ["Divine",  500, 400, 300, 100, 100, 100]
  ]
  # ??????
  #  BD_DIFFICULTY_LIST ????????
  BD_INITIAL_DIFFICULTY = 2
end

#???????????????????????????????????????

$imported = {} if $imported == nil
$imported["BattleDifficulty"] = true

module Difficulty
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def self.get
    # ????????
    return KGC::BD_DIFFICULTY_LIST[$game_system.difficulty]
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def self.set(index)
    # ???????????
    return if index < 0 || index >= KGC::BD_DIFFICULTY_LIST.size
    $game_system.difficulty = index
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def self.get_revised_enemy(enemy)
    en = enemy.clone
    diff = self.get
    en.maxhp = en.maxhp * diff[1] / 100
    en.maxsp = en.maxsp * diff[2] / 100
    en.str   = en.str   * diff[3] / 100
    en.dex   = en.dex   * diff[3] / 100
    en.agi   = en.agi   * diff[3] / 100
    en.int   = en.int   * diff[3] / 100
    en.atk   = en.atk   * diff[3] / 100
    en.pdef  = en.pdef  * diff[3] / 100
    en.mdef  = en.mdef  * diff[3] / 100
    en.exp   = en.exp   * diff[4] / 100
    en.gold  = en.gold  * diff[4] / 100
    if en.treasure_prob < 100
      en.treasure_prob = [en.treasure_prob * diff[5] / 100, 100].min
    end
    return en
  end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_System
#==============================================================================

class Game_System
  attr_accessor :difficulty  # ???
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias initialize_KGC_BattleDifficulty initialize
  def initialize
    # ???????
    initialize_KGC_BattleDifficulty

    @difficulty = KGC::BD_INITIAL_DIFFICULTY
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def difficulty_list
    return KGC::BD_DIFFICULTY_LIST
  end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ? ?? MaxHP ???
  #--------------------------------------------------------------------------
  alias base_maxhp_KGC_BattleDifficulty base_maxhp
  def base_maxhp
    n = base_maxhp_KGC_BattleDifficulty
    n *= Difficulty.get[1]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ?? MaxSP ???
  #--------------------------------------------------------------------------
  alias base_maxsp_KGC_BattleDifficulty base_maxsp
  def base_maxsp
    n = base_maxsp_KGC_BattleDifficulty
    n *= Difficulty.get[2]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  alias base_str_KGC_BattleDifficulty base_str
  def base_str
    n = base_str_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  alias base_dex_KGC_BattleDifficulty base_dex
  def base_dex
    n = base_dex_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  alias base_agi_KGC_BattleDifficulty base_agi
  def base_agi
    n = base_agi_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  alias base_int_KGC_BattleDifficulty base_int
  def base_int
    n = base_int_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  alias base_atk_KGC_BattleDifficulty base_atk
  def base_atk
    n = base_atk_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias base_pdef_KGC_BattleDifficulty base_pdef
  def base_pdef
    n = base_pdef_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias base_mdef_KGC_BattleDifficulty base_mdef
  def base_mdef
    n = base_mdef_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias base_eva_KGC_BattleDifficulty base_eva
  def base_eva
    n = base_eva_KGC_BattleDifficulty
    n *= Difficulty.get[3]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? EXP ???
  #--------------------------------------------------------------------------
  alias exp_KGC_BattleDifficulty exp
  def exp
    n = exp_KGC_BattleDifficulty
    n *= Difficulty.get[4]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  alias gold_KGC_BattleDifficulty gold
  def gold
    n = gold_KGC_BattleDifficulty
    n *= Difficulty.get[5]
    return n / 100
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  alias treasure_prob_KGC_BattleDifficulty treasure_prob
  def treasure_prob
    n = treasure_prob_KGC_BattleDifficulty
    if n < 100
      n *= Difficulty.get[6]
      return [n / 100, 100].min
    else
      return n
    end
  end
end
Code:
#===================================================
#Scene_difficult_menu by panchokoster
#===================================================

module DIFFICULT
  SPRITESET_TYPE = 2 #choose spriteset type, 1=>title screen, 2=>picture, 3+map
  PICTURE_NAME = "picture name" #choose spriteset type 2 to use, put the image in yours pictures folder
end



 class Scene_Title
  alias old_command_new_game command_new_game
  def command_new_game
    old_command_new_game
    $scene = Scene_select_yes_no.new
  end
end


class Scene_select_yes_no
  

  def initialize(menu_index = 0)
   @menu_index = menu_index 
  end  

  def main
   case DIFFICULT::SPRITESET_TYPE
     when 1
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
     when 2
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
     when 3
       @spriteset = Spriteset_Map.new
      
   end
   @window_q=Window_question.new 
   @window_q.x = 200
   @window_q.y = 220-64

     s1 = "yes"
     s2 = "not right now"
     
   @window_yes_no = Window_Command.new(200, [s1,s2]) 
   @window_yes_no.y = 220
   @window_yes_no.x = 220
   @window_yes_no.index = @menu_index
      
   Graphics.transition
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
     end
   end
   Graphics.freeze
   @window_yes_no.dispose
   @window_q.dispose
    case DIFFICULT::SPRITESET_TYPE
    when 1..2
    @sprite.bitmap.dispose
    @sprite.dispose
    when 3
     @spriteset.dispose

   
   end
  end

  def update
     @window_yes_no.update 
  
  if Input.trigger?(Input::C)   
   case @window_yes_no.index 
  when 0 
    yes
  when 1
    no
    end  
   end
  end

  def yes
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_difficult_menu.new
  end
  
  def no
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(2) 
   $scene = Scene_Map.new 
  end
 
end



#===================================================
#Scene_difficult_menu
#===================================================
class Scene_difficult_menu
 
  def initialize(menu_index = 0)
   @menu_index = menu_index 
  end  

  def main
    
   case DIFFICULT::SPRITESET_TYPE
     when 1
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
     when 2
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.picture(DIFFICULT::PICTURE_NAME)
     when 3
       @spriteset = Spriteset_Map.new
   end
   @window_q2 = Window_question2.new 
   @window_q2.x = 50
   @window_q2.y = 125-64
   @window_help = Window_Help_dif_menu.new 
   @window_help.update(" ") 
     s1 = "Rookie"
     s2 = "Easy"
     s3 = "Normal"
     s4 = "Hard"
     s5 = "Mania"
     s6 = "Unknown"
     s7 = "Divine"
   @window_help.x = 50
   @window_help.y = 125
   @window_command_dif = Window_Command.new(200, [s1,s2,s3,s4,s5,s6,s7]) 
   @window_command_dif.y = 114+75
   @window_command_dif.x = 220
   @window_command_dif.index = @menu_index

   Graphics.transition
   loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
    end
  end 

#Execute when exiting the scene:
   Graphics.freeze
   @window_command_dif.dispose
   @window_help.dispose
   @window_q2.dispose
   case DIFFICULT::SPRITESET_TYPE
   when 1..2 
    @sprite.bitmap.dispose
    @sprite.dispose
   when 3
    @spriteset.dispose
 
   end
  end

#--------------------------------------------------------------------------------------------------------

  def update
  
          @window_command_dif.update 
   case @window_command_dif.index 
  when 0  
   @window_help.update("The minimal difficulty only for losers") #"Rookie"
  when 1
   @window_help.update("An easy difficult level for kids") #"Easy"
  when 2
   @window_help.update("The defaut game difficluty") #"Normal"
  when 3
    @window_help.update("Start fighting stronger monsters") #"Hard"
  when 4
   @window_help.update("Maniac difficult level, only for advanced gamers") #"Mania"
  when 5
    @window_help.update("????")#"Unknown"
  when 6
    @window_help.update("Master the game fighting the strongest monsters")#"Divine"
   end  
  
  #THIS IS FOR THE OPTION FUNCTIONS:
   if Input.trigger?(Input::C) 
   case @window_command_dif.index 
  when 0 
    rookie
  when 1
    easy
  when 2
    normal 
  when 3
    hard
  when 4
    mania
  when 5
    unknown
  when 6
    divine
    end  
   end
  end

  def rookie #s1
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(0)
   $scene = Scene_Map.new
  end  

  def easy #s2
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(1)
   $scene = Scene_Map.new
  end  

  def normal #s3
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(2) 
   $scene = Scene_Map.new 
  end

  def hard #s4
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(3)  
   $scene = Scene_Map.new
  end 

  def mania #s5
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(4)  
   $scene = Scene_Map.new
  end 

  def unknown #s6
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(5) 
   $scene = Scene_Map.new
  end 

  def divine #s7
   $game_system.se_play($data_system.decision_se)
   Difficulty.set(6)
   $scene = Scene_Map.new
  end


end #of the Scene 


#===================================================
#Window_Help_dif_menu 
#===================================================
class Window_Help_dif_menu < Window_Base  
    
def initialize 
super(0, 0, 540,64)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Harlow Solid Italic"
self.contents.font.size = 20
end

def update(help_text) 
  self.contents.clear 
  self.contents.draw_text(0, 0, 440, 32, help_text) 
end

end 

class Window_question < Window_Base

  def initialize 
   super(0, 0, 240,64)
   self.contents = Bitmap.new(width-32, height-32)
   self.contents.font.name = "Harlow Solid Italic"
   self.contents.font.size = 20
   self.contents.draw_text(0, 0, 210, 32, "    Change game difficulty?")
  end

end 

class Window_question2 < Window_Base

  def initialize 
   super(0, 0, 240,64)
   self.contents = Bitmap.new(width-32, height-32)
   self.contents.font.name = "Harlow Solid Italic"
   self.contents.font.size = 20
   self.contents.draw_text(0, 0, 210, 32, "Choose the difficult Level... ")
  end

end
 
This is gonna help billions of people, one of them me. I was gonna use the last script but I thought that it was a bit much to let them choose divine from the start.

EDIT: Link is dead...?

~RoaringSasuke
 
It doesn't seem nessecary that they should be asked if they wanna change the difficulty or not. They could just choose the difficulty then and there. But otherwise, I love this XD
 
Aw, I forgot ever requested this, but thanks anyway! I was thinking a way to unlock new difficulty (as you quoted me above), but now I'll see if these scripts fit enough. Thanks!

Now I must find out if they will affect KGC Break Lv 99 script...
 

Yazus

Member

Exsharaen;102703 said:
Aw, I forgot ever requested this, but thanks anyway! I was thinking a way to unlock new difficulty (as you quoted me above), but now I'll see if these scripts fit enough. Thanks!

Now I must find out if they will affect KGC Break Lv 99 script...
No, it does'nt.
I have both script and nothng hapend

(Oh no, it seems i've done a necrobunping LOL)

:-/
 

ccoa

Member

I'm quite certain that if they were still having a problem, they would have posted it elsewhere. Do not necropost.
 
this is great! :smile:
But can some one tell me how to reduce the choices of difficulty??
I only want 5 choices for my game :tongue:

Edit: Another thing..how to delete the unlock function? I don't need it

Don't Necropost topics that haven't posted in for more than a month. Next time you will recieve a warning. ~Mega Lenin
 
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