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Effect: Steal Drops

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#1 Tsukihime

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Posted 04 October 2012 - 07:58 PM

Effect: Steal Drops
-Tsukihime

effect_steal_drop.jpg

This script allows you to add a "Steal Drop" effect to your skill.
It allows you a chance to steal a drop from the enemy.

You can also setup the steal rates for each drop.

Usage

Tag your item/skill with

<eff: steal_drops>
Then tag your enemies to adjust their steal rates for each drop

<steal: index prob>

<steal: 1 0.02> # first drop item steal rate at 2%
<steal: 2 0.25> # second drop item steal rate at 25%
If you don't specify a steal rate then it can't be stolen.

Download

Script: Download here
Required: Effect Manager

Edited by Tsukihime, 09 March 2016 - 10:52 PM.

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#2 Ravenith

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Posted 05 October 2012 - 01:38 AM

I can't wait to vote you up for the user awards.

#3 Shadowmaster9000

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Posted 19 October 2012 - 01:59 PM

Would it be possible to add an option of preventing the enemy from dropping the same item you have just stolen from them?

I tried adding it in myself, but it gets rid of the drop for all enemies that have the same id, even if you didn't steal that item from them.

Edit: Okay nevermind I got it working now. It was much simpler than I expected.

Edited by Shadowmaster9000, 19 October 2012 - 02:13 PM.


#4 Tsukihime

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Posted 19 October 2012 - 02:33 PM

Ya it is fairly trivial. Like setting a flag upon stealing or something simple.
How did you implement it? Did you overwrite the make_drops method in Game_Enemy?

I didn't implement it because I was planning on requiring this script for that functionality
http://forums.rpgmak...rop-conditions/
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#5 Shadowmaster9000

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Posted 19 October 2012 - 03:47 PM

  #--------------------------------------------------------------------------
  # * Create Array of Dropped Items
  #--------------------------------------------------------------------------
  def make_drop_items
	@available_drops.inject([]) do |r, di|
	  if di.kind > 0 && rand * di.denominator < drop_item_rate
		r.push(item_object(di.kind, di.data_id))
	  else
		r
	  end
	end
  end

I just replaced enemy.drop_items.inject with @available_drops.inject.

#6 Lionheart

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Posted 30 November 2012 - 01:42 PM

To me it does not work, use the skill but nothing happens!
Maybe I did something wrong!
These are the settings:

On skill set I: <eff: steal_drop>

And the enemy <steal: 2 0.100>

#7 Tsukihime

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Posted 30 November 2012 - 02:04 PM

Does your effect manager work?
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#8 Lionheart

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Posted 30 November 2012 - 02:13 PM

Does your effect manager work?


2.5

#9 Shadowmaster9000

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Posted 30 November 2012 - 03:37 PM

Try <eff: steal_drops> instead of <eff: steal_drop>.

#10 Tsukihime

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Posted 30 November 2012 - 04:11 PM

Oh, it was an error in the instructions. Sorry didn't notice.

You tag the skill with

<eff: steal_drops>

To designate it as a steal skill.

Edited by Tsukihime, 30 November 2012 - 04:14 PM.

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#11 Lionheart

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Posted 01 December 2012 - 05:05 AM

To make "Mahager Effect" compatible with "Scene materia" , I suggerist Effects of sotituire with effects2 ....
And for now, this script does not work.
In this case you have some advice for me?

#12 ravrax

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Posted 15 March 2013 - 05:33 AM

Nice script!

 

Is there any chance of this script having a "luk" based steal rate?



#13 guitalex

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Posted 01 January 2014 - 11:46 PM

This is a life saver.

 

I am very very new to this, but I was wondering how easy it would be to set up the steal effect so that an item in the database based on its index as opposed to the drops themselves, while also limiting the steals to once per battle AND once forever.  I plan on having key items that need to be stolen from enemies for sidequests and it would help immensely.

 

(Of course it would be easier to just have the enemy also drop the item, but I only want one of those items in existence ever, so maybe this is the better way to do it.)



#14 Tsukihime

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Posted 04 January 2014 - 11:11 PM

I have not thought about how much effort it would take to remove a drop from an enemy permanently once it has been stolen already. I doubt using an actually database ID would make any difference, because the problem you're dealing with is how to prevent the item from being stolen multiple times.

Edited by Tsukihime, 04 January 2014 - 11:12 PM.

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#15 Zack Hunter

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Posted 20 May 2016 - 01:36 PM

Hi Hime nice script you got here, I was just wondering how am I to set the formula is it something like that

<steal: 1 ((a.agi - b.agi) / 100)> a.agi referring to the actor's agi and b.agi referring to enemy's agi







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