Please add Enemygroup.requires_level + Enemygroup.requires_not_level and support for enemygroup valuetypes to work with event / Eventmanager (such as wander radius and way points for event spawned enemies).
This will support / make better a level scaling enemy system where events that require a player level at or above or below to spawn in a preset version of an enemy with ~100%, 50% or 10% experience (that I currently have in place) works. Yet currently Event spawned enemies do not support enemy wander radius and way points for those valuetypes are controlled with Enemygroup and not Event.
I am hoping to get support to add at least enemy / NPC wander radius (~wander distance) and way points to Event over from Enemygroup. For current event spawned (experience level scaling) enemies just stay put in a rigid spot without a lot of pazazz.
It would be great if this was further expanded in a bigger version where all Enemygroup features can found with Event.
Although if Enemygroup also had added 'Enemygroup.requires_level' + 'Enemygroup.requires_not_level' this would make level scaling enemies be able to be spawned within the enemy layer for map making and make the development pipeline more efficient and cleaner.
Extra reading and ideas and feature request (experience scales to enemy level relative to player level, one level scaling experience system to tweak, one enemy variant per enemy spawn location; more depth and efficiency but possibly more difficult engine feature work):
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I had to use Event to spawn in enemies for it was the only way I could figure out how to get 'requires_level + requires_not_level' in charge to spawn different versions of the same enemy but with each a different amount of experience rewarded depending on the player's level difference compared to the enemy once the player defeated the said enemy. In most current generation large scale R.P.G.s experience scaling to player level is a base feature so I am trying to integrate it for my own tastes into my R.P.G. based in the Flare engine. Given that I could not find support for dynamic / scaling experience based on player level for enemies I had to simplify the system down to three work flow balanced variants 10%, 50% and 100% experience at different distances of player level verses the enemy with a fixed level. So that when a player has high enough level the enemy would give less experience and push the player to move to more challenging content to pursue better experience gain with the player's time if they wanted to level efficiently. I do not want experience farming on low level enemies. So I adopted level scaling for the enemy experience rewards based upon the player character level. Also if all enemies give the same base experience amounts but less experience with greater player level I can plan player leveling progression time better than guessing via trial and error also with battling inflated numbers XD.
I wish there was a cleaner system for scaling experience rewards given to players based upon their level. Yet at least I figured it would not be too much of a burden to ask to combine features already found in the attribute reference than to ask for a completely new feature that yet I would really enjoy. One enemy variant that gives a scaling experience percentage of the total experience value of the enemy based upon the level of character that defeated it. This would save a lot of work for I would only need one system and some parameter .txt file to tweak (level range / level table of diminishing experience percent like this https://i.imgur.com/qqJy6Wy.jpg . Yet even one bracket not a bunch of brackets depending on character level would work. Such a .txt file to tweak level ranges and enemy experience percentage given to the player would form a streamlined development pipeline experience level scaling system. Such as:
10% experience at -10 character levels from enemy defeated.
50% experience at -5 character levels from enemy defeated.
100% experience at -4 character levels and all enemy levels above -4 character levels verses the player level when defeated.
Yet I want to ask for small things that are easier and more orthodox to develop; to in hope be practically minded and more agreeable in what I ask for. If I can get the small asks to work, that would greatly help in what I could use right now and have a lot of work be made better reasonably. Rather than to wait around and hope for a miracle that might or not come for I might be asking for too much. Bit by bit, piece by piece, Rome was not built in a day nor by one set of hands :-).
This is definitely a hole in the mod API.
Both EnemyGroup and NPC map objects should have the same requirement properties as Events, which includes:
Consider it added to the TODO list.