+ 7heHopeMan 13 Posted January 12, 2014 (edited) Edit: I was struggling to figure out the script. I took a better look at the demo and figured it out. Really good work! Edited January 12, 2014 by 7heHopeMan 1 Share this post Link to post Share on other sites
onikuma 1 Posted January 14, 2014 (edited) Items generated by the script take their name, but none of the properties. You don't need to look further than your own demo. Iron Hand Ax of Defense is supposed to boost attack(iron) and defense(of defense) - but it does nothing for the character. Might want to check everything over again. Edit: stat boosts are applied to the weapon's stats that you set in the database, when they should be based off the character's total stats.. shouldn't they? Edited January 14, 2014 by onikuma Share this post Link to post Share on other sites
+ 7heHopeMan 13 Posted January 14, 2014 (edited) If you want the user's stats in general to be affected than you have to add that under the weapons features. For Example: 10 => { :name => " of Vitality", :features => [[21,0,1.25]] }, This adds an overall parameter buff of your hp by 125% Yes though, if you just add :ShpP => 10 it will only add 10% of the items total given HP. To affect your overall stats use :features => To affect the items over stats use :Shp, Smp, etc, etc.... etc... Edit: Also, i want to add, its a hard to implement script (was hard to learn for me). But very, very, very, very........ very nice one if it does get implemented. I think this script alone has added sooooo much to my game. Edited January 14, 2014 by 7heHopeMan 1 Share this post Link to post Share on other sites
c_alva 0 Posted March 25, 2014 Is it possible to make a prefix/suffix that doesn't affect the naming of the item? I would like the rarity to be displayed only by color, while the prefix denotes material and suffix denotes state inducer. Share this post Link to post Share on other sites
Vlue 271 Posted March 25, 2014 If you don't specify a name in an affix then it won't edit the name of an item. Share this post Link to post Share on other sites
c_alva 0 Posted April 7, 2014 Sorry, I missworded my question. Is there a way to use all three at once? The material type and rarity override eachother. Also, I'm using Eshra's Upgradable Items, and everytime i upgrade a randomized weapon, the name defaults to the base name. The randomized atributes seem to stay, so i'm not worried about that, but if there's a fix that'd be awesome. Share this post Link to post Share on other sites
ChrisCtrl 0 Posted August 6, 2014 (edited) Is there no way to set a negative bonus on a weapon without affecting the character parameters? for example, a weapon has 10 atk normally, however when the weapon has the affix "Rusted" at the start of it, it has 5 atk removed from the original value I've tried doing :Satk => -5, but the game crashes before getting to the title screen. Edit: Nevermind, I had it right all along, god knows why it didn't work when I first tried it Edited August 6, 2014 by ChrisCtrl Share this post Link to post Share on other sites
StuffyKnows 0 Posted September 15, 2014 Hi Vlue, Thanks for the script, it is one of my favorites. I am, however, having a hard time getting the random enemy drops to work with any battle result scripts. Specifically, Moghunters Battle Result (V1.7) or Yanfly's Victory Aftermath. Only the base weapons are being dropped. Any assistance on this would be awesome. Thanks! Share this post Link to post Share on other sites
Vlue 271 Posted September 16, 2014 If you could link one of the scripts I can take a look. Share this post Link to post Share on other sites
StuffyKnows 0 Posted September 18, 2014 Hi Vlue, Thanks for the response. I'd love to get the random enemy drops working with this battle result script: http://pastebin.com/rnWqHRNA Share this post Link to post Share on other sites
Sixth 113 Posted November 8, 2014 No idea if you got the answer for your question, but for making enemies drop random items in Yanfly's Victory Aftermath, I did this: module BattleManager #-------------------------------------------------------------------------- # overwrite method: self.skip_aftermath - !!UPDATED!! #-------------------------------------------------------------------------- def self.skip_aftermath $game_party.all_members.each do |actor| actor.gain_exp($game_troop.exp_total) end $game_party.gain_gold($game_troop.gold_total) $game_troop.make_drop_items.each do |item| if $imported[:Vlue_WARandom] && RANDOM_ENEMY_DROPS if item.is_a?(RPG::Weapon) item = $game_party.add_weapon(item.id, 1) elsif item.is_a?(RPG::Armor) item = $game_party.add_armor(item.id, 1) else $game_party.gain_item(item, 1) end else $game_party.gain_item(item, 1) end end close_windows SceneManager.return replay_bgm_and_bgs battle_end(0) end #-------------------------------------------------------------------------- # overwrite method: self.gain_drop_items - !!UPDATED!! #-------------------------------------------------------------------------- def self.gain_drop_items drops = [] $game_troop.make_drop_items.each do |item| if $imported[:Vlue_WARandom] && RANDOM_ENEMY_DROPS if item.is_a?(RPG::Weapon) item = $game_party.add_weapon(item.id, 1) elsif item.is_a?(RPG::Armor) item = $game_party.add_armor(item.id, 1) else $game_party.gain_item(item, 1) end else $game_party.gain_item(item, 1) end drops.push(item) end SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops) set_victory_text(@victory_actor, :drops) wait_for_message end end I imagine the same could be done with Moghunter's, so try putting this right below his Battle Result script: class Window_Treasure < Window_Base #-------------------------------------------------------------------------- # overwrite method: draw_treasure - !!UPDATED!! #-------------------------------------------------------------------------- def draw_treasure contents.clear space_x = Graphics.width / 3 $game_troop.make_drop_items.each_with_index do |item, index| xi = (index * space_x) - ((index / 3) * (space_x * 3)) yi = (index / 3) * 32 if $imported[:Vlue_WARandom] && RANDOM_ENEMY_DROPS if item.is_a?(RPG::Weapon) item = $game_party.add_weapon(item.id, 1) elsif item.is_a?(RPG::Armor) item = $game_party.add_armor(item.id, 1) else $game_party.gain_item(item, 1) # or item = $game_party.add_item(item.id, 1) # if you want regular items randomized too end else $game_party.gain_item(item, 1) end draw_item_name(item,xi, yi, true, 140) end @range_max = ($game_troop.make_drop_items.size / 3) * 32 @scroll = true if $game_troop.make_drop_items.size > 12 end end No idea how it displays the item names like that thou. And note that this won't randomize regular items, only weapons and armors. You can change that easily if you need, read the comment made in the snippet. And you also need to comment out these lines in Vlue's script: module BattleManager def self.gain_drop_items $game_troop.make_drop_items.each do |item| if RANDOM_ENEMY_DROPS if item.is_a?(RPG::Weapon) item = $game_party.add_weapon(item.id, 1) elsif item.is_a?(RPG::Armor) item = $game_party.add_armor(item.id, 1) else $game_party.gain_item(item, 1) end else $game_party.gain_item(item, 1) end $game_message.add(sprintf(Vocab::ObtainItem, item.name)) end wait_for_message end end I will just leave it here if anyone else needs this. Share this post Link to post Share on other sites
+ Raxmo 0 Posted November 25, 2016 Will this script work in a shop? like... is it possible to buy randomly generated weapons and armor? Share this post Link to post Share on other sites