Stealing, Mugging, and Scanning - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Stealing, Mugging, and Scanning (/thread-2794.html) |
Stealing, Mugging, and Scanning - Trickster - 03-02-2008 Stealing, Mugging, and Scanning
Version: 6.3 Introduction This script lets heroes and enemies to steal exp, gold, items, and skills (for a certain amount of turns, the rest of the battle, or permanently). Also from this update lets the battlers steal + attack (mug) and also adds a scan skill that scans a enemy (stats, exp and gold carrying, weaknesses, strengths, and the items able to be stolen from them). This is the First Revision of this script It does not add any features, but It does fix some coding, looks neater and a few bugs may have been fixed. Features
Screenshots NEW UPDATED Demo Download Here Instructions Also Copy the File Steal.rxdata from the data folder to the data folder of your demo. Create five new elements named Steal, Copy, Last Skill, Mug, and Scan Edit in the script these lines each with their corresponding element id Code: #-------------------------------------------------------------------------- You may either edit the skills directly in the database or you can do this in the file Steal.rxdata located in the data folder of the demo (see below). If you don't plan on using the Text file then set the option Using_Steal_Rxdata to false. Here is how you set up a skill steal Quote:Here is how you set up a skill steal NEW Setting up unstealables Look in script Steal Setup and see these constants Code: #-------------------------------------------------------------------------- and add the corresponding id of the unstealable item in the array NEW Setting up secondary/rare items This was changed as well in the Script Steal Setup find these constants Code: #-------------------------------------------------------------------------- Now in the Secondary Items you can define the enemies second stealable item. and in the Rare Items hash you can define the enemies rare stealable items (when scanning they show in a golden color) So From My Example Above 1 => [5, 1, 40] interprets as Ghost Also Holds High Perfume as a secondary item and you have a 40% chance of taking it 1 => [3, 1, 20] interprets as Ghost Also Holds Full Potion as a Rare Item and you have a 20% chance of taking it FAQ Note: Permission granted by Trickster to post: Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support. Compatibility Should not pose much of a compatibility problem Yes Still Incompatible with RTAB. No we are not going in that direction again, if you really want to use this script then make a request in the Script Requests Forum asking for a merge. Lets Keep it out of this thread this time, thanks. Credits and Thanks Sol_Fury for suggesting a Scan ability be added. Notes 1) So what was sacrificed for SDK Dependancy? If you are using the Save Data option you must Go all the way to the first map (that is to a scene other than Scene_Title) as I have moved the main_database alias to the end of main (and this will be easier for me also). 2) Feel free to edit the scan window. If you have a redesign then post here or PM me with the redesign and I'll do it for you (Since I am soo nice) 3) This is the first revision of this script, I will fix bugs in the script if I find/ or someone tells me 4) What Did I do? I can't remember everything I did since this wasn't a one-day job. This script now uses MACL. This script is not dependent on SDK. I ran through the formulas/methods over 5 times catching errors and commenting code. The Setup has been cleaned and added more stuff to it. Redesigned the Scan Window a Bit and added the option to use a cropped picture or a zoom to fit picture. 5) This scirpt is also 2000 (1863) lines of code and has to be the most advanced stealing system out there as it allows you to steal skills, and exp. 6) This is also my very first script Enjoy If you need any extra help/examples feel free to post here and I'll answer your question/problem and if you find any bugs tell me (please be detailed) Terms and Conditions Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too. RE: Stealing, Mugging, and Scanning - KasperKalamity - 07-12-2013 is there a quick way to edit this script that would allow you to preemptively steal loot, and have it subtracted from the post battle? RE: Stealing, Mugging, and Scanning - MechanicalPen - 07-12-2013 This is off topic, but can I ask why you would want to do that? The player is not going to waste turns stealing if she gets the same benefit as not stealing when the battle is over. Unless a party member has a money powered gun, or something... RE: Stealing, Mugging, and Scanning - KasperKalamity - 07-12-2013 i'm working on something where you don't get items normally, you either have to steal them from enemies, or wait until the end of battle to get them as loot. i want to add an element of luck, without having to give away the store. if you can steal a potion or two during battle, then logically you wouldn't get another one from the enemy after you kill them because you already stole it. RE: Stealing, Mugging, and Scanning - MechanicalPen - 07-12-2013 Oh so you want to do a "steal stuff then run away" mechanic. Sounds funs if the escape chance isn't super dumb like it is in default RPGmXP. RE: Stealing, Mugging, and Scanning - DerVVulfman - 07-13-2013 I fully understand his intention given that I made a pickpocketing system so you can steal stuff from events. It works with my Lycan ABS so you can snag things from an event, but that is because how I coded the 'additional drops' in my ABS to work. Trickster's Steal script (like so many others) rely on the items stored in the Enemy's database so these are only accessed in the battlesystem and not before. Can't readily steal from them before entering battle as you wish... not the items within the Enemy Database list anyway. And you'd have a great deal of issue getting it to recognize an event as an enemy in the database. |