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Making A "Steal" Ability that gets enemy drops

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    Making A "Steal" Ability that gets enemy drops

    *****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.

    #2
    Re: Making A "Steal" Ability that gets enemy drops

    Originally posted by Illutian Playa View Post
    *****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? *****
    Well, you'd have to check the enemy's name, then Sort it and use a ton of Apply Ifs to determine the item you'd get. There is no way in the system to get the drops of a monster.
    .

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      #3
      Re: Making A "Steal" Ability that gets enemy drops

      Well, I don't have RPGM2 so I am not going to act like I do.
      Couldn't you have somthing that determines the Monster, then random chance of getting an item, then make it so that they can't steal any more from the monster after the first steal? It would be a FF kind of Steal move but yeah.
      I hear that anything is possible in RPGM2 so ignore me if that is incorrect.

      Comment


        #4
        Re: Making A "Steal" Ability that gets enemy drops

        Well you could do something like that certainly Red Dragon. It would still be a bit tedious as you have to use a specific item command to add items to the party, and this command does not take in a variable for the item. Adding items is kind of difficult to do outside of the world map and the end of battle. Not impossible just difficult.

        I think Playa was looking for a way to use what is set up in the enemy database to determine what item the player should get, which I think might be impossible to do (since I'm not sure you can get the name of the item they drop until the end of battle). So just set up your own system seperately from the games for determining what item you can steal from an enemy (meaning this will all be determined by your variables and scripts).
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          #5
          Re: Making A "Steal" Ability that gets enemy drops

          Yeah I could do that but I just feel that would take up a bunch of memory because there would be atleast 50 different items you could steal.If I wanted to do pickpocketing,I'm sure that wouldn't be any different. I may have to forget about doing one.

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