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    Monster Drops

    I asled this question before the pavilion got messed up but never got to work on it. so sorry you have to see this question again.

    How can you make it so the monsters will dorp something per monster, and not just the last monster killed? I know you need to do something with "battle success" script but not sure what to script.

    Exp. you fight two slimes and they're suppose to drop slimey goo ( cause you can sell it for money) but you only get one when the battle is over. I want them both to give me one. (because i took monster dropping money out of the game)

    Also if its not a pain can you make it go straight to the bag. I think i remember that it was going to be a pain but i will try if its not that hard.

    Also to sell Many of the same items at once, wasn't it just like put the contuer in and have the game check to see if they're correct on the number they imput?

    Thanks for all the help
    Last edited by OrinMaxden; 08-22-2005, 11:24 AM.

    #2
    Re: Monster Drops

    This is an over simplified technique, but they are my favorite techniques, so here it is.

    Instead of creating a unit of 2 slimes, create 2 units of one slime. That will give the option of individual targeting as well as give the droppings (sorry, I like potty humor) the way you like.

    I would need to experiment before suggesting something to do with counting the battle participants, adding them to a variable and multiplying the reward by that variable. It would probably go in the give exp. and items script with a repeat loop which stops giving the item when the variable equals the battle participants.

    But that is getting complicated. I like my soultion better. As long as you did not plan on battling huge groups that will work fine.

    I hope that helps.

    Peace.
    Last edited by Rodak; 08-22-2005, 04:50 PM.

    MOO!




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      #3
      Re: Monster Drops

      Instead of creating a unit of 2 slimes, create 2 units of one slime. That will give the option of individual targeting as well as give the droppings (sorry, I like potty humor) the way you like.
      Doing this will still only give you one drop, depending on which enemy dies last.

      The only solution is to rewrite the scripts so that treasure is based on the enemies that were in battle. The best way might be to change the death script, so that when an enemy dies it drops the item right away instead of waiting until the end of battle. I believe once the battle is over, you can no longer check which enemies were in the battle.

      You could multiple the number of drops by the number of participants as long as all the participants were the same. If you have a mixture of enemies this won't work (unless those enemies drop the same item).

      I might answer this more fully later if I have time. For now, study the scripts, variables and flags used in battle and test a few things with messages to see what works.




      The Crown of Order demo is here.

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        #4
        Re: Monster Drops

        Originally posted by Dungeon Warden
        Doing this will still only give you one drop, depending on which enemy dies last.
        Dang.

        I really thought I would not have to even test that one for it to work.

        So... what if you copy and paste the original enemy and make two identical enemies out of it, then make your two units?

        I'm grasping at straws I guess.. but I thought it, so I figured I'd throw it out here and see if it breaks anything when it hits (some ideas are dangerous).

        Back to the drawing board...

        Peace.
        Last edited by Rodak; 08-22-2005, 05:17 PM.

        MOO!




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          #5
          Re: Monster Drops

          Damn that's gay! I didn't know that either. I'll do what DW said 'The best way might be to change the death script, so that when an enemy dies it drops the item right away instead of waiting until the end of battle.' and give items manually (to the bag) sorting with the Enemy's database number, but I'm VERY disappointed in enterbrain for this...

          Comment


            #6
            Re: Monster Drops

            It might be as easy as turning on the drop flag every time a monster dies, then trun it off on the next persons trun. Then take out that part in the battle success script. (i am at work so i will try this when i get home)

            Comment


              #7
              Re: Monster Drops

              I messed around with this a while back, and I don't think you can just use the give items command in the death script of an enemy, since that has to be called where it is. I believe the only solution is to make a script that adds items using the possesion script, and make sure you do this in the Battle Fade script ( I think). Basically you can't use the possesion command while in battle (flag Battle is On), since it is a world only command. Then you would just need how every many variables as there are enemies and store the monster DB number in there, then in the other script sort on that and give items using the possesions command.

              As a side note, EXP and Gold (or whatever you use for money) is calculated correctly and accounts for all enemies, but for some reason Agetec made it so only one enemy can drop and item.

              Another suggestion would be to store the monster DB number in "temp" variables (not the actual temp ones though unless you aren't useing the default scripts) and try loading them into Enemy Battle Order and then call the Give Items command after that, looping on the number of enemies, so basically like the default but store more than one enemy number. Not sure if this will work though, but it might, and would be a lot less work than the possesions script idea.

              I think I had talked about this on one thread that happened during the crash.
              Last edited by thetruecoolness; 08-23-2005, 12:06 AM.
              はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
              http://www.thetruecoolness.com/

              5198-2124-7210 Smash

              Comment


                #8
                Re: Monster Drops

                Yep, I did this today and found that out too, so I did it just like thetruecoolness said in his first paragraph of his post.

                Comment


                  #9
                  Re: Monster Drops

                  Originally posted by WilliamKirk
                  Yep, I did this today and found that out too, so I did it just like thetruecoolness said in his first paragraph of his post.
                  Cool!! so you got it to work? i will mess around with it. I am not that good at scripting. Once i do something i understand it but thinking it out in my head doesn't work so good.

                  Comment


                    #10
                    Re: Monster Drops

                    It also puts it in the bag this way. What I recommend doing is having 10 or so 'BattleItemFlag01'/'BattleItemFlag02'/etc. and one variable that keeps track of which dungeon they're in - instead of having one flag per enemy. I may post up more details some other time, but it wasn't hard for me to figure out.

                    Comment


                      #11
                      Re: Monster Drops

                      What I did more specifically was...

                      In the Enemy Death script, I added this after it says '_____ has been defeated.' :

                      Data: Get Enemy Name
                      Data: Sort: Input: Common Name
                      -Script: Condition: DungeonLocation = 1
                      --Apply If: 'Cave Bat'
                      --Data: Flag: BattleItemFlag01 On
                      --Text: Message: Cave Bat dropped ____.
                      --To End
                      --Apply If: 'Blaze Bird'
                      --Data: Flag: BattleItemFlag02 On
                      --Text: Message: Blaze Bird dropped ____.
                      --To End
                      --(repeat for all enemies of 1st dungeon)
                      -Condition End
                      -(repeat for all dungeons)
                      Branch End

                      Then in the Battle Exit script (Battle Fade should work too, they're basically the same) I did this :

                      -Script: Condition: DungeonLocation = 1
                      --Script: Condition: BattleItemFlag01 = On
                      --Party: Posessions: Item: +____
                      --Condition End
                      --Script: Condition: BattleItemFlag02 = On
                      --Party: Posessions: Item: +____
                      --Condition End
                      (repeat for all enemies of 1st dungeon)
                      -Condition End
                      (repeat for all dungeons)

                      Comment


                        #12
                        Re: Monster Drops

                        I have something a little different but i really don't like it so i will try yours. How do you get Apply if: cave bat?????? i thought you could only apply if and a number. plus i couldn't figure out how to get the Data base number for enemies. the only DB numbers i could get were

                        item
                        ability
                        direct effect
                        indirect effect

                        the way i did it was to make a Varabile called "battle area" and then put it everywhere sectioning off the world and the dungeons you would go into. the when you crossed one of the sections it would change the var. I set in in "Battle exit". my monster groups in these areas are either 1 to 4 monster per encounter. if you encounter group one and win, you get the stuff for killing one monster. if you fight the two monster group you would get what two monsters would drop. and so on. The sucky part is what if i want to different encounters to have only one monster but each encounter is a different monster.

                        expaple
                        unit one
                        slime( one monster dies and drops a slimey goo.)

                        unit two
                        imp (one moster dies and drops a slimey goo?? but an imp should drop and imp claw)


                        I used the varible that counts how many monsters there are at the start of battle. Only thing is it only counts the number of monster not the type. so i have to make lots small sections and it sucks. i will try yours if i can figure out how to get it to "apply if" certain monster. that would work WAY better.

                        thanks

                        i was just looking yours over. When you do get enemy name does it pull their Data base number? i will go try cause i thought it just got the text for their name.

                        Also with yours what if you get in a fight with two cave bats. it will see that

                        cave bat
                        battle flag 1 = on

                        but what happens when cave bat 2 is killed?? I guess i could un group everythig but then i have spells that hit single enemys some that hit groups and some that hit every enemy without groups some spells would be wasted.
                        Last edited by OrinMaxden; 08-25-2005, 10:26 AM.

                        Comment


                          #13
                          Re: Monster Drops

                          Originally posted by OrinMaxden
                          How do you get Apply if: cave bat?????? i thought you could only apply if and a number.
                          The "Apply if" command has two options: Number and Text.

                          Just select Text and enter the monster name exactly as it appears in the database after using the "Get Enemy Name" command William mentioned in his post. I say exactly because this option is case sensitive (capital letters are different from not capital letters).

                          I may be able to help with your othe questions later. Sorry I do not have the time right now.

                          Good luck with it.

                          Peace.
                          Last edited by Rodak; 08-25-2005, 04:57 PM.

                          MOO!




                          Comment


                            #14
                            Re: Monster Drops

                            This could be helpful will it exatcly work cause it kinda sucks killing the last enemy to get an item.
                            There is one thing that pretty much disturbes me in an SRPG....

                            Maronakins.

                            Comment


                              #15
                              Re: Monster Drops

                              I got it to work. The biggest problem i was having was i kept trying to alter the "enemy defeated" script. Its like script 20 or something. Thats the script that keeps track of the xp you get from the monsters you kill. nothing i ever did in that script ever worked. Then i found the "new death" script. its script 100. It is the one that after you kill an enemy it says ______ was defeated. when i started messing with that script things started working. YEAH

                              Thanks Rodalk for telling me about the apply if text. i was never sure how that worked. Now i can do a few other things i have been toying with.

                              And a big thanks to William your script was way better and easier then mine. i always seem to come up with something really hard for somethig thats really easy.

                              and thanks to everyone else that helpped me out

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