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Enemy Level System
Use ABS parameter <level:X>, where X - level
You can set Random level from Range, use ABS parameter <levelRange:A,B>, where A - min, B - max
<levelRange> can be used only like comment in ABS Event

Use ABS parameters:
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<noFightIfLvlBelow:X>- if player level is X more than monster level, then monster will not attack the player
Example: <level: 4> noFightIfLvlBelow:2 - monster will not attack the player, if player level will be 6 ( 4 + 2 )
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<runAwayIfLvlBelow:X>- if player level is X more than monster level, then monster will run away from player.
<cEvIfLvlNotSame:X> - if player level > the enemy level, start common event (X = common event ID)
For check enemy level inside common event, use script call this.level()
Example:

Turn ON plugin Parameter Show Level

To change visual look: 📁 data\AABS\ UIElements.json, section: EnemyLevel

You can use a.level (or b.level) in Damage Formula for any Skill
It's very cool feature, allows you rise enemies parameters with their levels. Not need create many enemy variations in Database, just create Grown Table and set parameters bonuses for each enemy parameter per each level.
See file 📁 data\AABS\ EnemyLeveling.json

How it's works
For example (on screenshot): "MaxHP": [5, 5, 5]
It's mean, if Enemy will be level 2, his "MaxHP" = "MaxHP" + 5
if Enemy will be level 3, his "MaxHP" = "MaxHP" + 5 + 5
And etc...
.JSON file Example: Download
