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extra drop items for vampyr sbads 12

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**
Rep: +0/-0Level 66
Open World Guy
i need a script that allows enemies to drop more than two items [as many items i want]. this has already been done but none of the versions I've seen works for the vampyr sbads 12 so i was wondering if anyone can cook something up for me?

something kinda like this, but works for vald's sbads 12 found here.

**
Rep: +0/-0Level 75
RMRK Junior
Jestamarl "solved" it nearly.

Code: [Select]
#===============================================================================
# Additional Drops Note Tags
# by Deriru
#
# PLEASE GIVE CREDIT IF USED!
#
#-------------------------------------------------------------------------------
# What it does:
# It gives a feature wherein you can make enemies drop more items by using note
# tags. Note that the calculation is by percentage rather than fraction.
#-------------------------------------------------------------------------------
# Setting up additional drops:
# Here is the format for making the tag note for additional drops:
# <DROP_TAG ItemType DropID Percentage>
#
# DROP_TAG: See setup options
# ItemType: The type of drop.
# DropID: The ID of the drop (to the left of the item/equip's name in database.)
# Percentage: Percentage of the item drop (out of 100)
#
# See the Slime in the demo's Enemy tab to see some examples.
#-------------------------------------------------------------------------------
# Setup Options:
# DROP_TAG: The note tag label for the additional drops.
#-------------------------------------------------------------------------------
# Setup Start!
#-------------------------------------------------------------------------------
module Deriru
  module DropNotes
    DROP_TAG = "Drops"
  end
end
#-------------------------------------------------------------------------------
# Setup End!
# DO NOT TOUCH THE PARTS BELOW IF YOU DON'T KNOW WHAT YOU'RE DOING!
#===============================================================================
 class Game_Monster < Game_Character
  def get_rewards
    if $Vampyr_SBABS.auto_exp_e_gold
      exp = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
      self.actor.agi+self.actor.hit+self.actor.eva) * $Vampyr_SBABS.auto_exp_rate / 100
    else
      exp = self.actor.exp
    end
    exp = (exp*1.5) if self.overkill
    if $Vampyr_SBABS.divide_exp
      x = (exp/$game_party.members.size)
      for i in $game_party.members
        i.gain_exp(x, true)
      end
    else
      x = exp
      for i in $game_party.members
        i.gain_exp(x, true)
      end
    end
    $game_player.reward = "Exp: #{exp.to_f}"
    droped_items = []
    filt1 = /<#{Deriru::DropNotes::DROP_TAG} ([\w]*) [\w]* [\w]*>/i
    filt2 = /<#{Deriru::DropNotes::DROP_TAG} [\w]* ([\w]*) [\w]*>/i
    filt3 = /<#{Deriru::DropNotes::DROP_TAG} [\w]* [\w]* ([\w]*)>/i

    data = $data_enemies[self.enemy_id].note
    cat = data.scan(filt1)
    id = data.scan(filt2)
    chance = data.scan(filt3)
    for i in 0..((cat.size) - 1) do
      next unless rand(101) <= chance[i][0].to_i
        case cat[i][0].to_i
        when 1
        droped_items.push($data_items[id[i][0].to_i])
        when 2
        droped_items.push($data_weapons[id[i][0].to_i])
        when 3
        droped_items.push($data_armors[id[i][0].to_i])
      end
    end
   
    for i in droped_items.compact
      $game_drop.push(Game_Drop.new(self, i.icon_index, i, 0))
    end
    if $Vampyr_SBABS.auto_exp_e_gold
      gold = (self.actor.maxhp+self.actor.maxmp+self.actor.atk+self.actor.def+self.actor.spi+
      self.actor.agi+self.actor.hit+self.actor.eva) * $Vampyr_SBABS.auto_gold_rate / 100
    else
      gold = self.actor.gold
    end
    if gold > 0 and rand(100) <= $Vampyr_SBABS.gold_drop_rate
      $game_drop.push(Game_Drop.new(self, $Vampyr_SBABS.gold_drop_icon_index, nil, gold))
    end
    @animation_id = self.actor.die_animation_id if self.actor.die_animation_id > 0
    if self.actor.die_se != nil   
      RPG::SE.new(self.actor.die_se).play
    else
      Sound.play_enemy_collapse
    end
    if $Vampyr_SBABS.battle_area_variable > 0
      $game_variables[$Vampyr_SBABS.battle_area_variable] += 1
      $game_map.need_refresh = true
    end
    @killed = true
  end
end

But could it be that this script doesn't work with Event Monsters?
I need it to create bosses.


To create an Event Monster put this in comments on an event page:

(Comment) Enemy 1
(Comment) Die Self Switch A



If you kill such an enemy, it doesn't drop any items. (Only the two default items, but not more!)
So, it's not really solved.

Could someone make an update for that script?

Someone solved it nearly now, so I will update here when I have the new version!
« Last Edit: April 30, 2012, 08:40:10 AM by Lysop »