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[RESOLVED] Need tutorial for monster items

Started by elfyelf, November 28, 2007, 05:33:18 PM

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elfyelf

Is there some way to make 1 monster drop more items than only 1 after you defeat it? and also have a chance of dropping them.

example if i kill a bloodyknight and he drops a 10% sword, 20% shield, 50%bloody edge, and 45% armor
how do i do that? or do i use conditional branching on the monster group commands>?

modern algebra

You could do it with events if encounters weren't random by using variables. You can easily make variables have random outcomes. These would not show up in the battle summary though. Alternatively, you could make multiple instances of the same monster except with different item drops and put them all into groups of varying composition.

If you wanted random encounters with conditional branching, then you coculd simulate random encounters through a parallel process event as well. So, random encounters with conditionals is possible if you do it that way.

If you want it to show up in battle summary, your best bet is to either find a multi-drop script or to make multiple groups with multiple monsters.

tye202002

you could just make (using your example) 4 bloody knights and have each of them drop a different item with a different probability and then on your map in the random encounters (assuming of course that you are using these) put all 4 of the knights in. Of course if you wanted this to happen for a lot of monsters then you might be better with a script  but if you are only doing this with a few, this way could work.
The enemy of my enemy's enemy is my enemy....i think

elfyelf

thanks for the help but i found a way know, i put the random numbers(variables) and put them under the victory handler for encounter monster, with some chances i made it that they could get the items if falls in the number, see.