RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Additional Item Gain and stuff (resolved)

0 Members and 1 Guest are viewing this topic.

***
Rep:
Level 88
Legend of Mana Fan
Where can I get the Additional Item Gain script? There's one in .org but the script is in some rm.dev site and I can't connect to it. Anyone still have this on their comp? This is a script that lets us decide what items the monsters drop and their percentages. If anyone does have a script that also does this, please post.

Thanks,
« Last Edit: April 24, 2007, 08:47:55 AM by magic2345 »
Game I'm Working on:
-ADVENT-
Progress:
Story: 96%
Maps: 4%
Characters: 70%

*
Shooting for the "MEMBER MODERATOR OF THE YEAR 2007" Award
Rep:
Level 89
Hi, there.
You dont need a script. Just go to Database -> Monster Tab -> Near the bottom of page is where you can set what they drop, what rate, etc.
Sig by MacGravel

*****
<3
Rep:
Level 90
I think he wants it so MORE than item can be dropped from 1 monster. You can always make doubles of the monster but change their drops  ;8

~Winged



***
Rep:
Level 88
Legend of Mana Fan
Yeah, that would do it. But is there a script for it? Its a pain(well not really) to copy and paste.

Thanks,
Game I'm Working on:
-ADVENT-
Progress:
Story: 96%
Maps: 4%
Characters: 70%

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Aye. I made one like that a while back but then I found one done by SephirothSpawn that was done about 100 times more efficient while using about 1/10th of the lines I used. Again, credit goes to SephirothSpawn. It just requires a little bit of studying how he set up the variables Enemy_Item_Drops, Enemy_Weapon_Drops, and Enemy_Armor_Drops.
Code: [Select]
#==============================================================================
# ** Additional Enemy Drops
#------------------------------------------------------------------------------
# SephirothSpawn
# 2006-07-09
# Version 1
#------------------------------------------------------------------------------
# * Customization
#
#   ~ Enemy Item Drops
#     Enemy_Item_Drops = { enemy_id => { item_id => drop_percent, ... }, ... }
#
#   ~ Enemy Weapon Drops
#     Enemy_Weapon_Drops = { enemy_id => { item_id => drop_percent, ... }, ... }
#
#   ~ Enemy Armor Drops
#     Enemy_Armor_Drops = { enemy_id => { item_id => drop_percent, ... }, ... }
#==============================================================================
#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Enemy Item Drops
  #  ~ enemy_id => { item_id => drop_percent, ... }
  #--------------------------------------------------------------------------
  Enemy_Item_Drops = { 1 => {1 => 50, 2 => 30, 3 => 10}, 2 => {3 => 100, 4 => 70, 7 => 100} }
  #--------------------------------------------------------------------------
  # * Enemy Weapon Drops
  #  ~ enemy_id => { weapon_id => drop_percent, ... }
  #--------------------------------------------------------------------------
  Enemy_Weapon_Drops = { 1 => {1 => 25}, 2 => {2 => 25} }
  #--------------------------------------------------------------------------
  # * Enemy Item Drops
  #  ~ enemy_id => { item_id => drop_percent, ... }
  #--------------------------------------------------------------------------
  Enemy_Armor_Drops = { 1 => {1 => 100} }
  #--------------------------------------------------------------------------
  # * Get Drop Items
  #--------------------------------------------------------------------------
  def get_drop_items
    # Item, Weapon & Armor Collection List
    items = []
    # Item Lists
    if Enemy_Item_Drops.has_key?(@enemy_id)
      # Passes Each Item
      Enemy_Item_Drops[@enemy_id].each do |item_id, drop_percent|
        # Adds items If Randomly Dropped
        if rand(100) < drop_percent
          items << $data_items[item_id]
          $game_party.gain_item(item_id, 1)
        end
      end
    end
    if Enemy_Weapon_Drops.has_key?(@enemy_id)
      # Passes Each Weapon
      Enemy_Weapon_Drops[@enemy_id].each do |weapon_id, drop_percent|
        # Adds items If Randomly Dropped
        if rand(100) < drop_percent
          items << $data_weapons[weapon_id]
          $game_party.gain_weapon(weapon_id, 1)
        end
      end
    end
    if Enemy_Armor_Drops.has_key?(@enemy_id)
      # Passes Each Armor
      Enemy_Armor_Drops[@enemy_id].each do |armor_id, drop_percent|
        # Adds items If Randomly Dropped
        if rand(100) < drop_percent
          items << $data_armors[armor_id]
          $game_party.gain_armor(armor_id, 1)
        end
      end
    end
    # Return List
    return items
  end
end

#==============================================================================
# ** Window_BattleResult
#==============================================================================

class Window_BattleResult < Window_Base
  #--------------------------------------------------------------------------
  # * Add Multiple Drops
  #--------------------------------------------------------------------------
  def add_multi_drops
    # Collects Extra Droppings
    for enemy in $game_troop.enemies
      # Adds Extra Treasures
      @treasures << enemy.get_drop_items
    end
    # Flatten Array
    @treasures.flatten!
    # Sort Treasures By ID
    @treasures.sort! {|a, b| a.id <=> b.id}
    # Sort Treasures By Type
    @treasures.sort! do |a, b|
      a_class = a.is_a?(RPG::Item) ? 0 : a.is_a?(RPG::Weapon) ? 1 : 2
      b_class = b.is_a?(RPG::Item) ? 0 : b.is_a?(RPG::Weapon) ? 1 : 2
      a_class<=>b_class
    end
    # Adjust Height & Window Contents
    self.height = [@treasures.size * 32 + 64, 256].min
    self.contents = Bitmap.new(width - 32, @treasures.size * 32 + 32)
    # Adjust Y
    self.y = 160 - height / 2
    # Refresh Window
    refresh
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.press?(Input::UP)
      self.oy -= 4 if self.oy > 0
    elsif Input.press?(Input::DOWN)
      self.oy += 4 if self.oy < self.contents.height - 64
    end
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_enemydrops_scnbtl_sp5 start_phase5
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    # Original Start Phase 5
    seph_enemydrops_scnbtl_sp5
    # Add Extra Item Drops
    @result_window.add_multi_drops
  end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------

***
Rep:
Level 88
Legend of Mana Fan
Yeah, thats the one. Thanks!
Game I'm Working on:
-ADVENT-
Progress:
Story: 96%
Maps: 4%
Characters: 70%