07-17-2023, 03:51 PM
(This post was last modified: 07-17-2023, 03:54 PM by DerVVulfman.)
Ya know, your chest script had me reminiscing about my chest script and how I wished to include more TES (The Elder Scrolls) operations and conditions into the RPGMaker Environment. Conditions like equipment weights, durability and various costs have been introduced. But one condition has not.
Did you STEAL it?
Whoops! This may ruin your JRPG looting runs.
In the Elder Scrolls games from Morrowind on up, items purloined from others would appear in your inventory with a symbol indicating it is indeed someone else's property. That symbol would often be a 'red hand'. And your typical shopkeeper would not in inclined to buy stolen goods.
And how would they know it was stolen??? Well, that's called game logic.
So if you have something stolen, you could either use it up, or you had no choice but to sell it to a very specific shop that could move it out... a fence. Or if you were somehow busted with these items, you'd lose them all.
Right now, I'm more in a pondering mode... wondering about implementation. But I foresee a few things I would need to do for this to work.
This, just off the top of my head. Re-directing item IDs into a different 'bag' of sorts beats cloning an item as its own separate object for the sake of labeling it stolen any day.
Link woulda been behind bars decades ago if this concept was put to use. Seriously, he's the biggest kleptomaniac in Nintendo and video game lore.
Did you STEAL it?
Whoops! This may ruin your JRPG looting runs.
In the Elder Scrolls games from Morrowind on up, items purloined from others would appear in your inventory with a symbol indicating it is indeed someone else's property. That symbol would often be a 'red hand'. And your typical shopkeeper would not in inclined to buy stolen goods.
And how would they know it was stolen??? Well, that's called game logic.
So if you have something stolen, you could either use it up, or you had no choice but to sell it to a very specific shop that could move it out... a fence. Or if you were somehow busted with these items, you'd lose them all.
Right now, I'm more in a pondering mode... wondering about implementation. But I foresee a few things I would need to do for this to work.
- The need for separate items_stolen and gold_stolen arrays in Game_Party
- The need to update the add/remove items/gold methods to handle stolen items
- Updates to the Window_Item and Scene_Item class to both show and use stolen items.
- Update to the Gold window... your ill gotten gold, guys.
- Updates to Shops for fencing operations
- Update to the Equip menus so one can equip/unequip stolen items without losing its 'stolen' condition.
- A simple test script call to see if the party has stolen loot (for NPC guards or such)
This, just off the top of my head. Re-directing item IDs into a different 'bag' of sorts beats cloning an item as its own separate object for the sake of labeling it stolen any day.
Link woulda been behind bars decades ago if this concept was put to use. Seriously, he's the biggest kleptomaniac in Nintendo and video game lore.