Random Loot Script
#1
Random Loot Script
by Deke
posted by Dubealex
Mar 9 2005

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DOWNLOAD THE DEMO

.zip   Random Loot Script.zip (Size: 344.54 KB / Downloads: 1)

This script is by Deke.

This script allows you to let the monsters give random items after battles, depending on a "value" status. Read the script comments by Deke to understand.

I asked Deke if I could post his script in my page, and the answer was positive, so here the cool script. The following message is by Deke:

Here's my update to the random loot script I posted a couple of days ago. This should be a little more user friendly and also a little more intuitive. All you have to do is create a new class directly underneath Scene_Battle 4 and call it Scene_Battle 5.
Then copy and paste the following code into it.

Code:
#===========================================================
#class Scene_Battle 5
#----------------------------------------------------------------------------------------------------------------------
#-written by Deke
#----------------------------------------------------------------------------------------------------------------------
#
#     The purpose of this class is to generate random loot drops at the end of winning battles.  
#This script work independently of the item drops programed in for monsters.  This script allows
#easy customization of the frequency and quality of loots by simple modifications of the configure
#method-see description below (how this script works) to see what each value does.
#
#Optional feature A-Don't drop weapons/armors/items with price 0
#    This option makes it so that equipment with price 0 is excluded from being dropped by monsters
#    at random.  Some of the items in the database have a default price of zero and have no effect.
#    They are really only for event processing purposes, they really should be dropped at random.
#    This also creates an easy way to designate an weapon/armor/item as "non" droppable.  Simply
#    set the price of the equipment to 0.  By default this option is set to true.
#
#Optional feature B- Don't drop "flagged" items
#Credit RPG Advocate for creating the elemental taggin trick
#    Certain weapons/armors/ and items can be designated as unique (random monsters won't drop
#    them).  This option requires some addition script modification.  It is only recommended if you
#    want to have non droppable items that the player can sell back at a later time for profit.  By default
#    this option is set to off.  See comments at the very end of this script for information on how
#    to implement this option.
#
#Optional feature C-Debug mode
#    This option is allows the game tester to see what weapons/items/armor have a potential of being
#    dropped.  After a victory, the list of possible weapons/items/armors is displayed.  This allows the
#    tester to determine if the value of the "quality percentage" should be modified.  By default this
#    option is off.
#
#============================================================
#                   HOW THIS SCRIPT WORKS
#-----------------------------------------------------------------------------------------------------------------------
#     Basically this script creates sorted list of weapons, armor, and items from cheapest to most
#expensive.  (Actually the list are of the equipment I.D.'s)  It also creates a list of experience from
#monster from the fewest eqperience to the most experience.  Then the program determines a
#percentile of difficultly" based on the experience gained versus the possible experienced gained from
#any monster.  
#     Next, the program generats some random numbers to determine if you the party gains any
#weapons/armors/items.  If the party gains equipment the "percentile cost" of that equipment should
#roughly correlate with the percentile of difficulty.  Basically, what this mean is that if you kill a monster
#that gives you more exp than 30% of the monsters and you succeed at getting equipment, the cost
#of the equipments will be higher than approximatley 30% of that equipment of that type.  Of course,
#there are some random variations thrown to create variety.
#     Here's a list of the variables to edit to customize loot dropping.
#     @option_a and option_b: see above
#     @weapon_per, @armor_per, @item_per
#            the percentage change that the equipment drops after a succesful battle
#            Remember that armor also includes shields and accesories, so the percentage should
#            proabably be higher.
#     @weapon_quality_per,@armor_quality_per,@item_quality_per
#           This value determines how much variance there is loot drops.
#           The lower the number, the closer the loot cost percentile correlates with the difficulty percentile.
#     @two_weapon_per,@two_armor_per,@two_item_per
#            the percentage change that two of that type of equipment drop.
#     @loot_size
#         the maximum number of loots allowable after a battle INCLUDING monster specific drops


#NOTE: If this program starts to lag- it doesn't with the standard size equipment list.  You may want
#           to change @weapon_set, @armor_set, and @item_set, AND @exp_set to global variables.  
#           Just use the find and replace feature and change @weapon_set to $weapon_set... Also change
#           the statements if @weapon_set==nil to $weapon_set==[].  Finally, in the Scene_Title class
#           add the following lines of code right after the begining of the main method:
#               $weapon_set=[]
#               $armor_set=[]
#               $item_set=[]
#               $exp_set=[]
#Making this change will mean that the sort funcitons only run the once in the game.  Sorting functions
#have the potential to take up a lot of time if the size of the equipment arrays get larg.e

#==========================================================
class Scene_Battle
#--------------------------------------------------------------------------------------------------------------------


#---------------------------------------------------------------------------------------------------------------
#This method sets the values for such thing as dropped percentages.
def configure
   @option_a=true
   @option_b=false
   if @option_b
     @unique=20
   end
   @option_c=false
   @weapon_prob=10
   @two_weapon_prob=1
   @armor_prob = 20
   @two_armor_prob=2
   @item_prob=12
   @two_item_prob=2
   @weapon_quality_per=12
   @armor_quality_per=12
   @item_quality_per=18
   @loot_size=5
end



#-----------------------------------------------------------------------------------------------------------
#This metod overwrite start_phase5 from Scene_Battle 2.  It is nearly identidcal, except that
#it call the methods to create random loot drops.

def start_phase5
  @phase = 5
  $game_system.me_play($game_system.battle_end_me)
  $game_system.bgm_play($game_temp.map_bgm)
  exp = 0
  gold = 0
  highest_exp=0
  treasures = []
  for enemy in $game_troop.enemies
    unless enemy.hidden
      exp += enemy.exp
      if enemy.exp > highest_exp
         highest_exp=enemy.exp
      end
      gold += enemy.gold
      if rand(100) < enemy.treasure_prob
        if enemy.item_id > 0
          treasures.push($data_items[enemy.item_id])
        end
        if enemy.weapon_id > 0
          treasures.push($data_weapons[enemy.weapon_id])
        end
        if enemy.armor_id > 0
          treasures.push($data_armors[enemy.armor_id])
        end
      end
    end
  end
  loot=random_treasure(highest_exp)
  treasures +=loot
  treasures = treasures[0..@loot_size]
  for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    if actor.cant_get_exp? == false
      last_level = actor.level
      actor.exp += exp
      if actor.level > last_level
        @status_window.level_up(i)
      end
    end
  end
  $game_party.gain_gold(gold)
  for item in treasures
    case item
    when RPG::Item
      $game_party.gain_item(item.id, 1)
    when RPG::Weapon
      $game_party.gain_weapon(item.id, 1)
    when RPG::Armor
      $game_party.gain_armor(item.id, 1)
    end
  end
  @result_window = Window_BattleResult.new(exp, gold, treasures)
  @phase5_wait_count = 100
end

#-----------------------------------------------------------------------------------------------------------
def random_treasure(exp)
   configure
   loot=[]
   num=0
   max=0
   if @weapon_set == nil
      weapon_set
   end
   if @armor_set==nil
      armor_set
   end
   if @item_set==nil
      item_set
   end
   if @exp_set == nil
      exp_set
   end
   rank=0
   for i in 0...@exp_set.size
        if exp >= @exp_set[i]
          rank=i
        end
    end
    @percentile = (rank/(@exp_set.size))
    n=rand(100)
    if n <= @weapon_prob
       weapon=weapon_drop
       loot.push(weapon)
    end
    if n <= @two_weapon_prob
       weapon=weapon_drop
       loot.push(weapon)
    end
    n=rand(100)
    if n <= @armor_prob
       armor=armor_drop
       loot.push(armor)
     end
     if n <= @two_armor_prob
       armor=armor_drop
       loot.push(armor)
     end
     n=rand(100)
     if n <= @item_prob
       item=item_drop
       loot.push(item)
     end
     if n <= @two_item_prob
       item=item_drop
       loot.push(item)
     end    
   return loot
end

#-------------------------------------------------------------------------------------------
#This method, if called, determins what weapon should be dropped based on the difficulty of the
#battle and the settings in the configure method.
def weapon_drop
  min=(@percentile-@weapon_quality_per)*@weapon_set.size
  max=(@percentile+@weapon_quality_per)*@weapon_set.size
  max=(max/100).ceil
  min=(min/100).floor
  if min <0
     min=0
  end
  if max > @weapon_set.size
     max=@weapon_set.size
   end
   weapons_possible=@weapon_set[min..max]
   if weapons_possible.size != 0
     if @option_c
        for i in 0...weapons_possible.size-1
           weapon=$data_weapons[weapons_possible[i]]
           print weapon.name
         end  
     end    
      index=rand(weapons_possible.size)
      return $data_weapons[weapons_possible[index]]
    else
      mid = @percentile*@weapon_set.size
      mic=(mid/100).ceil
      return$data_weapons[mid]
    end
end  

#-------------------------------------------------------------------------------------------
#This method, if called, determins what armor should be dropped based on the difficulty of the
#battle and the settings in the configure method.
def armor_drop
  min=(@percentile-@armor_quality_per)*@armor_set.size
  max=(@percentile+@armor_quality_per)*@armor_set.size
  max=(max/100).ceil
  min=(min/100).floor
  if min <0
     min=0
  end
  if max > @armor_set.size
     max=@armor_set.size
   end
   armors_possible=@armor_set[min..max]
   if armors_possible.size != 0
     if @option_c
        for i in 0...armors_possible.size-1
           armor=$data_armors[armors_possible[i]]
           print armor.name
         end
     end    
      index=rand(armors_possible.size)
      return $data_armors[armors_possible[index]]
    else
      mid = @percentile*@armor_set.size
      mic=(mid/100).ceil
      return$data_armors[mid]
    end
end  


#-------------------------------------------------------------------------------------------
#This method, if called, determins what item should be dropped based on the difficulty of the
#battle and the settings in the configure method.
def item_drop
  min=(@percentile-@item_quality_per)*@item_set.size
  max=(@percentile+@item_quality_per)*@item_set.size
  max=(max/100).ceil
  min=(min/100).floor
  if min <0
     min=0
  end
  if max > @item_set.size
     max=@item_set.size
   end
   items_possible=@item_set[min..max]
   if items_possible.size != 0
     if @option_c
         for i in 0...items_possible.size
            item=$data_items[items_possible[i]]
            print item.name
          end
      end    
      index=rand(items_possible.size)
      return $data_items[items_possible[index]]
    else
      mid = @percentile*@item_set.size
      mic=(mid/100).ceil
      return$data_items[mid]
    end
end  
  
#--------------------------------------------------------------------------------------------------------------
#This method creates an array of weapon indexes from the cheapest to the most expensive, if
#they are not excluded by @option_a or @option_b.
def weapon_set
@weapon_set=[]
cheap_index=nil
for i in 1...$data_weapons.size
   cheap_index=nil
   cheapest=9999999
   for j in 1...$data_weapons.size
     eligible=true
     weapon=$data_weapons[j]
     if @weapon_set.include?(j)
        eligible =false
     end
     if weapon.element_set.include?(@unique) and @option_b
        eligible=false
      end
     if weapon.price ==0 and @option_a
        eligible=false
     end
     if weapon.price < cheapest and eligible
           cheapest=$data_weapons[j].price
           cheap_index=j
     end
   end
  if cheap_index != nil
    @weapon_set.push(cheap_index)  
  end  
end
end

#--------------------------------------------------------------------------------------------------------------
#This method creates an array of armor indexes from the cheapest to the most expensive, if
#they are not excluded by @option_a.
def armor_set
@armor_set=[]
cheap_index=nil
for i in 1...$data_armors.size
   cheap_index=nil
   cheapest=9999999
   for j in 1...$data_armors.size
     eligible=true
     armor=$data_armors[j]
     if @armor_set.include?(j)
        eligible =false
     end
     if armor.guard_element_set.include?(@unique) and @option_b
        eligible=false
     end
     if armor.price == 0 and @option_a
        eligible=false
     end
     if armor.price < cheapest and eligible
           cheapest=$data_armors[j].price
           cheap_index=j
     end
   end
  if cheap_index != nil
    @armor_set.push(cheap_index)  
  end  
end
end

#--------------------------------------------------------------------------------------------------------------
#This method creates an array of item indexes from the cheapest to the most expensive, if
#they are not excluded by @option_a or @option_b.
def item_set
@item_set=[]
cheap_index=nil
for i in 1...$data_items.size
   cheap_index=nil
   cheapest=9999999
   for j in 1...$data_items.size
     eligible=true
     item=$data_items[j]
     if @item_set.include?(j)
        eligible =false
     end
     if item.element_set.include?(@unique) and @option_b
        eligible=false
     end
     if item.price == 0 and @option_a
       eligible=false
     end
     if item.price < cheapest and eligible
           cheapest=$data_items[j].price
           cheap_index=j
     end
   end
  if cheap_index != nil
    @item_set.push(cheap_index)  
  end  
end
end

#-------------------------------------------------------------------------------------------
#This array creates a list of possible experience gained from all the monsters in the database,
#sorted from least experience to most experience.
def exp_set
@exp_set=[]
weak_index=nil
for i in 1...$data_enemies.size
   weak_index=nil
   weakest=9999999
   for j in 1...$data_enemies.size
     eligible=true
     enemy=$data_enemies[j]
     if @exp_set.include?(j)
        eligible =false
     end
     if enemy.exp < weakest and eligible
           weakest=enemy.exp
           weak_index=j
     end
   end
  if weak_index != nil
    @exp_set.push(weak_index)
  end  
end
if @exp_set.size != 0
   for i in 0...@exp_set.size
     enemy = $data_enemies[@exp_set[i]]
     @exp_set[i] = enemy.exp
   end
end
end

end # of class definition
#-------------------------------------------------------------------------------------------------------------
#Further instructions for elemental tagging.  First, read the description here:
#http://www.phylomortis.com/resource/script/tut001.html
#Add a new effect called "no drop" or "unique" then add the proper elements.delete command
#as instructed in code sample 2.
#Finally, set the value of @unique to the number of effect (probalby 17) if you didn't add any other effects.
}


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