07-18-2023, 08:30 PM
(This post was last modified: 07-20-2023, 03:00 AM by DerVVulfman.)
Party Thievery
Version: 1.5
Version: 1.5
Introduction
In most traditional RPG games, the player may scavenge through castles and homes without any issue. This system doesn't (as yet) apply any penalties, but allows you to separate and classify these items as stolen goods.
You will find both items and stolen items separately within the item menu, a custom glyph atop the icons for the stolen goods. And unless the shopkeep is a fence, you will find it impossible to sell your ill-gotten goods.
Features
- Use the same Change Gold, Change Weapons and like map events for stolen goods
- Have shops that will and will not trade in stolen items
- Stolen goods identifiable with glyphs in Item, Status, Equip and Shop menu windows
- Simple script calling to allow or prevent stolen good handling
- See both stolen and unstolen items in your item menus
- Equip stolen goods and use them after pilfering
- User special script calls to detect if the party has stolen goods
- Erase stolen goods from the party with script calls
- Convert items to stolen goods and visa versa
- BONUS: Includes command_355 Interpreter script call fix
Screenshots
None.
Script
>CLICK HERE<
NOTE
Later version may be in works...
Compatibility
Designed for RPGMaker XP. The Game classes merely have the code attached. However, much of the Window and Scene Classes related have been rewritten in order to introduce the new theft storage arrays and custom glyph system to allow the identification of stolen goods.
Terms and Conditions
Free for use, even within commercial products. Only due credit is required.