#==============================================================================
# ** Enemy_Levels
#------------------------------------------------------------------------------
#  This class handles how enemies' statistics are affected by their
#  experience level. Level is set using the first variable.
#
#  Enemy levels are controlled by enemy_level.
#  Enemy levels can be set using a variable via the line 'return
#  $game_variables[1]' where '1' represents a variable with an ID of 1.
#  You may change the variable ID to whatever variable you wish to use,
#  just remember which variable you set it to!
#  Alternately, you can set the enemies to grow stronger with the player
#  via the line 'return $game_party.max_level'. The enemies' strength
#  will be determined by the level of the highest leveled actor in the
#  party.
#  Note that if 'return $game_variables[1]' and 'return
#  $game_party.max_level' are both active that it will default to
#  '$game variables' because it appears first. Remember to hide the line
#  that you're not using with a hash (#) so that the code will work right.
#  'return $game_party.max_level' is hidden by default meaning that
#  enemy levels are set by a variable by default. You can easily switch
#  methods by adding a hash to the start of line 46 and removing the hash
#  from line 49.
#
#  Feel free to alter the equations below to how you see fit. By default
#  the equation '(stat - 400) x level + 400' is used for MaxHP & MaxSP; the
#  equation '(stat - 30) x level + 30' is used for STR, DEX, AGI, & INT;
#  the equation 'stat + level' is used for ATK, PDEF, & MDEF; the equation
#  '(stat - (stat / 10)) x level + (stat / 10)' is used for EXP earned; and
#  the equation '(stat - 5) x level + 5' is used for gold earned. These
#  equations work well for the default enemies in the game. I've also taken
#  the liberty of adjusting the default stats of most of the enemies to
#  lower their stats to level 1 so that common enemies such as Cobolds don't
#  become overpowered by the level increase. Each tier of enemies (Ghost
#  through Angel, Zombie through Archangel, etc) has higher base stats than
#  the previous tier so that you can still encounter stronger enemies at the
#  same level as weaker enemies.
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Get Level Data
  #--------------------------------------------------------------------------
  def enemy_level
    #Set enemy level using a variable
    return $game_variables[1]
    
    #Set enemy level using party level
#    return $game_party.max_level
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum HP
  #--------------------------------------------------------------------------
  def base_maxhp
    return ($data_enemies[@enemy_id].maxhp - 400) * enemy_level + 400
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum SP
  #--------------------------------------------------------------------------
  def base_maxsp
    return ($data_enemies[@enemy_id].maxsp - 400) * enemy_level + 400
  end
  #--------------------------------------------------------------------------
  # * Get Basic Strength
  #--------------------------------------------------------------------------
  def base_str
    return ($data_enemies[@enemy_id].str - 30) * enemy_level + 30
  end
  #--------------------------------------------------------------------------
  # * Get Basic Dexterity
  #--------------------------------------------------------------------------
  def base_dex
    return ($data_enemies[@enemy_id].dex - 30) * enemy_level + 30
  end
  #--------------------------------------------------------------------------
  # * Get Basic Agility
  #--------------------------------------------------------------------------
  def base_agi
    return ($data_enemies[@enemy_id].agi - 30) * enemy_level + 30
  end
  #--------------------------------------------------------------------------
  # * Get Basic Intelligence
  #--------------------------------------------------------------------------
  def base_int
    return ($data_enemies[@enemy_id].int - 30) * enemy_level + 30
  end
  #--------------------------------------------------------------------------
  # * Get Basic Attack Power
  #--------------------------------------------------------------------------
  def base_atk
    return $data_enemies[@enemy_id].atk + enemy_level
  end
  #--------------------------------------------------------------------------
  # * Get Basic Physical Defense
  #--------------------------------------------------------------------------
  def base_pdef
    return $data_enemies[@enemy_id].pdef + enemy_level
  end
  #--------------------------------------------------------------------------
  # * Get Basic Magic Defense
  #--------------------------------------------------------------------------
  def base_mdef
    return $data_enemies[@enemy_id].mdef + enemy_level
  end
  #--------------------------------------------------------------------------
  # * Get EXP
  #--------------------------------------------------------------------------
  def exp_db
    return $data_enemies[@enemy_id].exp
  end
  def exp
    return (exp_db - (exp_db / 10)) * enemy_level + (exp_db / 10)
  end
  #--------------------------------------------------------------------------
  # * Get Gold
  #--------------------------------------------------------------------------
  def gold
    return ($data_enemies[@enemy_id].gold - 5) * enemy_level + 5
  end
end