Jack Navarre
Member
Alright, so according to the script, the item stolen will be the enemy's dropped item. I must be understanding something wrong, because the Ghosts in the demo offer Perfumes and Tonics when I use 'Steal Item' skill on them, but their dropped item is a 70% chance for a Potion.
Conversely, I edited Basilisks' dropped item to be a made-up item -- I called it Chocograph -- so as to simulate receiving a rare item for an enemy to test something out. I set the drop rate to 0% in hopes that this would prevent the enemy from dropping it normally, so as to require stealing. I successfully stole the item, but it didn't show up in my inventory. I figured it had to do with the fact that I set the drop rate to 0%, which would sort've suck because it would negate what I was going for, but lo and behold, when I set the drop rate to 100%, I of course obtained a Chocograph at the end of the battle which in turn showed up in my inventory, but the item the system claimed I stole in-battle didn't show up. (I would've had two Chocographs, basically, if it did.)
So I'm guessing I'm just missing something huge, here, and that the dropped item is not in fact the basis for what the player can receive by stealing an item?
For the record, the following portion of the Steal System script is what brought me to believe the dropped item was the basis:
Third argument INT-F (MAGIC)
INT-F = 1 steals gold according to skill power
INT-F = 2 steals an item the item id is the power (don't use with enemies)
INT-F = 3 steals gold according to the enemies drop gold
INT-F = 4 steals an item the item is the enemies drop item
INT-F = 5 steals a skill(random)
INT-F = 6 steals the enemies highest rated skill (don't use with enemies)
INT-F = 7 steals exp enemies exp
INT-F = 8 steals exp skill power
INT-F = 9 steals a skill forever
INT-F > 9 steals a skill for INT-F - 9 turns
So, umm... what is the determination for what enemies will drop and where can I modify this?
Thanks, and I apologize for asking such a newbish question. I literally just started with RMXP yesterday, and, well, have no programming experience whatsoever.
Conversely, I edited Basilisks' dropped item to be a made-up item -- I called it Chocograph -- so as to simulate receiving a rare item for an enemy to test something out. I set the drop rate to 0% in hopes that this would prevent the enemy from dropping it normally, so as to require stealing. I successfully stole the item, but it didn't show up in my inventory. I figured it had to do with the fact that I set the drop rate to 0%, which would sort've suck because it would negate what I was going for, but lo and behold, when I set the drop rate to 100%, I of course obtained a Chocograph at the end of the battle which in turn showed up in my inventory, but the item the system claimed I stole in-battle didn't show up. (I would've had two Chocographs, basically, if it did.)
So I'm guessing I'm just missing something huge, here, and that the dropped item is not in fact the basis for what the player can receive by stealing an item?
For the record, the following portion of the Steal System script is what brought me to believe the dropped item was the basis:
Third argument INT-F (MAGIC)
INT-F = 1 steals gold according to skill power
INT-F = 2 steals an item the item id is the power (don't use with enemies)
INT-F = 3 steals gold according to the enemies drop gold
INT-F = 4 steals an item the item is the enemies drop item
INT-F = 5 steals a skill(random)
INT-F = 6 steals the enemies highest rated skill (don't use with enemies)
INT-F = 7 steals exp enemies exp
INT-F = 8 steals exp skill power
INT-F = 9 steals a skill forever
INT-F > 9 steals a skill for INT-F - 9 turns
So, umm... what is the determination for what enemies will drop and where can I modify this?
Thanks, and I apologize for asking such a newbish question. I literally just started with RMXP yesterday, and, well, have no programming experience whatsoever.