Starting on version 1.2.0, enemies can have new traits based on their level (for example, having a higher level enemy with a higher critical rate than a low level one).
Configuring level based traits is pretty much the same with Json or Plugin Manager based settings. Each trait clause can be used to set a specific trait, but all clauses start with the minimum level the enemy must have for that trait to take effect:
LEVEL <lvl>: <trait clause>
<lvl> identifies when that trait clause starts to be considered. That is, it will only take effect when the enemy level is greater or equal to <lvl>
Trait clauses are also not stackable. That means that if your enemy have, for example, a trait for 2% evasion by default, and you add a trait clause for 4% at level 3, all enemies units with level greater or equal to 3 will have its original trait replaced by the new one. That is the new evasion stats becomes 4% and not 6%. That also ensures you don't need (and shouldn't) repeat all traits for all levels. Just set what must change and at what level and you're good to go.
See a full explanation for all available trait clauses below.
Elemental rate
LEVEL <lvl>: ELEMENT RATE <element Id> <rate>​
Adds an element rate to the enemy. <element Id> represents the element being set, and rate is a percentage to apply (with 0 being its minimum value, but with no upper threshold).​
Adding a second element rate won't overwrite the first when they have different elements. But if you include a new trait clause for the same element at another level, then the first one will get overwritten.​
LEVEL <lvl>: DEBUFF RATE <stat> <rate>​
Adds a debuff rate to the enemy. <stat> represents which stat to debuff:​
MHP for Max HP​
MMP for Max MP​
ATK for Attack​
DEF for Defense​
MAT for Magical Attack​
MDF for Magical Defense​
AGI for Agility​
LUK for Luck​
Rate is also a percentage (with 0 being its minimum value and no upper threshold). Adding a second debuff rate won't overwrite the first if the stat is different. But it does when you set the same stat debuff a second time.​
LEVEL <lvl>: STATE RATE <state Id> <rate>​
Adds a state rate to the enemy. <state Id> must be a valid state ID, while rate is a percentage and works the same way as with the other clauses. Adding a second state rate won't overwrite the first if it is a different state, only if it's the same.​
LEVEL <lvl>: STATE RESIST <state Id>​
Adds a state immunity to the enemy, identified by <state Id>. State resistances can only be added as the level grows, never taken out.​
LEVEL <lvl>: EX PARAM <param> <value>​
This clause allows you to change the following Ex-Parameters, identified by <param>:​
HIT for Hit Rate​
EVA for Evation Rate​
CRI for Critical Rate​
CEV for Critical Evasion Rate​
MEV for Magic Evasion Rate​
MRF for Magic Reflection Rate​
CNT for Counter Attack Rate​
HRG for HP Regeneration Rate​
MRG for MP Regeneration Rate​
TRG for TP Regeneration Rate​
<value> is a percentage value added to the enemy base stats (the same way it works when setting it through the editor). Adding a second param setting won't overwrite the first if a different param is set, only if it's the same param.​
LEVEL <lvl>: SP PARAM <param> <rate>​
This clause allows you to change the following Sp-Parameters, identified by <param>:​
TRG for Target Rate​
GRD for Guard Effect Rate​
REC for Recovery Effect Rate​
PHA for Pharmacology Rate​
MCR for MP Cost Rate​
TCR for TP Cost Rate​
PDR for Physical Damage Rate​
MDR for Magical Damage Rate​
Rate is also a percentage (with 0 being its minimum value and no upper threshold). Adding a second param setting won't overwrite the first if a different param is set, only if it's the same param.​
LEVEL <lvl>: ATK ELEMENT <element Id>​
Adds an element identified by <element Id> to the enemy's attacks. Attack elements can only be added as the level grows, never taken out.​
LEVEL <lvl>: ATK STATE <state Id> <rate>​
Adds a state rate to the enemy's attacks. <state Id> identifies which state to apply, and <rate> works as with the other clauses. Adding a second state rate won't overwrite the first if it is a different state, only if it's the same.​
LEVEL <lvl>: ATK SPEED <speed>​
Changes the attack speed setting for the enemy. Adding a second clause will always overwrite the first.​
LEVEL <lvl>: ATK TIMES <number>​
Changes how many additional attacks the enemy will have per turn. Adding a second clause will always overwrite the first.​
WARNING: Trait clauses must be ordered by level to work properly. Unordered clauses may not work as intended.