*****Hi,Me again. Ok. I'm trying to create a steal ability but I've tried everything I know and can't get it to work properly or at all. And by Steal, I mean obtain the item the enemy drops DURING The battle, not the probabilty of getting it at the end. So, is there any way to do this? *****
Also: A Tip on creating "Whos Gets the Item" Script. What I mean is:
ex. Say you have 4 party members, each with 11 items, and a bag that can have unlimited amounts of items(I'm not going to show bag limit script part srry, it should be straight forward), You enter a room to find 5 chests. You open the first one to find a potion. The first person in your party receives it because he has room for 1 item. You open the second chest to finbd yet another potion. The second person in the party receives it because the first person has no room for items left and that potion would fit snuggly into party membver #2s pocket. It goes into the same matter up to the 4th chest. Now, you open the 5th chest to find a 5th potion(WHO THE HELL LEAVES WIMPY POTIONS IN CHESTS???), No one has room for it, so it is automatically placed in the bag that has over 1000+ spaces of items(ITS A BAG WITH A BOTTOMLESS PIT x.x)
Now, here are the steps to creating such a script:
1)You could either copy Script 253: Chest Item because this is what that is based on, or you can start from scratch.P.S.:ITS A CONTENT SCRIPT!
2)The Script:
KEY:SBC:Script Branch Condition
SBR:Script Branch Repeat
SBE:Script Branch End
SCE:Script Condition End
Mem:Member
=/ = Doesn't Equal
001: Data: Flag: [TempFlag8] Off
002: Data: Variable: Mem Order = 0(fixed) + 0(fixed)
003: Data Mem Info: Change to Mem Order
004: Data [FlagTemp9] On
005 SBR: [FlagTemp9] On
006 Data Mem Info: Load
007 SBC: Variable: TotalMemItem /= 12
008 Data: Flag: [TempFlag8] On
009 Data: Flag: [TempFlag9] Off
010 Script Branch To End
011 SCE
012 Data: Variable: Mem Order = Mem Order + 1
013 SBC: Variable: Mem Order = -1
014 Data Flag: [TempFlag9] Off
015 SCE
016 SBE (For Script Branch Repeat End)
017 SBC: Flag: [TempFlag8] Off
018 SBC: Flag: [ItemBag] On
019 Data Game Info Load
020 SCE
021 SCE
Thats the script to create it!At the end,you can add dialouge to show that you obtained the item. In item scripts(scripts such as chests,armoires, dressers) where you actually obtain the item,you put this at the top:
Data: Substitute Database Number for Variable(Variable = ItemNumber)(Input w/e item you want to obtain in ITEM section)
Script Call Script: Item Get(Or w/e you called the previous script above)
and at the end of the above one, you input:
Data: Get Item Name
Text Content: Input: Display Common Name
Message: (space)WAS FRIGGIN FOUND!HOORAH!(or w/e message you want)
now, for a full item script,you should have:
001 Data: Substitute Database Number for Variable
002 Script Call: Item Get
003 SBC: Flag: [ItemBag] Off
004 Target: +Potion(or w/e item you want to get)
005 SCE
006 SBC: Flag: [ItemBag] On
007 Bag: +Potion(or w/e item you want to get)
008 SCE
and that's all.
Also: A Tip on creating "Whos Gets the Item" Script. What I mean is:
ex. Say you have 4 party members, each with 11 items, and a bag that can have unlimited amounts of items(I'm not going to show bag limit script part srry, it should be straight forward), You enter a room to find 5 chests. You open the first one to find a potion. The first person in your party receives it because he has room for 1 item. You open the second chest to finbd yet another potion. The second person in the party receives it because the first person has no room for items left and that potion would fit snuggly into party membver #2s pocket. It goes into the same matter up to the 4th chest. Now, you open the 5th chest to find a 5th potion(WHO THE HELL LEAVES WIMPY POTIONS IN CHESTS???), No one has room for it, so it is automatically placed in the bag that has over 1000+ spaces of items(ITS A BAG WITH A BOTTOMLESS PIT x.x)
Now, here are the steps to creating such a script:
1)You could either copy Script 253: Chest Item because this is what that is based on, or you can start from scratch.P.S.:ITS A CONTENT SCRIPT!
2)The Script:
KEY:SBC:Script Branch Condition
SBR:Script Branch Repeat
SBE:Script Branch End
SCE:Script Condition End
Mem:Member
=/ = Doesn't Equal
001: Data: Flag: [TempFlag8] Off
002: Data: Variable: Mem Order = 0(fixed) + 0(fixed)
003: Data Mem Info: Change to Mem Order
004: Data [FlagTemp9] On
005 SBR: [FlagTemp9] On
006 Data Mem Info: Load
007 SBC: Variable: TotalMemItem /= 12
008 Data: Flag: [TempFlag8] On
009 Data: Flag: [TempFlag9] Off
010 Script Branch To End
011 SCE
012 Data: Variable: Mem Order = Mem Order + 1
013 SBC: Variable: Mem Order = -1
014 Data Flag: [TempFlag9] Off
015 SCE
016 SBE (For Script Branch Repeat End)
017 SBC: Flag: [TempFlag8] Off
018 SBC: Flag: [ItemBag] On
019 Data Game Info Load
020 SCE
021 SCE
Thats the script to create it!At the end,you can add dialouge to show that you obtained the item. In item scripts(scripts such as chests,armoires, dressers) where you actually obtain the item,you put this at the top:
Data: Substitute Database Number for Variable(Variable = ItemNumber)(Input w/e item you want to obtain in ITEM section)
Script Call Script: Item Get(Or w/e you called the previous script above)
and at the end of the above one, you input:
Data: Get Item Name
Text Content: Input: Display Common Name
Message: (space)WAS FRIGGIN FOUND!HOORAH!(or w/e message you want)
now, for a full item script,you should have:
001 Data: Substitute Database Number for Variable
002 Script Call: Item Get
003 SBC: Flag: [ItemBag] Off
004 Target: +Potion(or w/e item you want to get)
005 SCE
006 SBC: Flag: [ItemBag] On
007 Bag: +Potion(or w/e item you want to get)
008 SCE
and that's all.



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