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Stealing Event Systems...Increasing steal chance?

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Alright, this is a question. This can apply to either VX or XP really, but, I was looking around at couple of members' event systems for stealing. The idea is good. The execution is awkward and I don't know if I'm correct on this. I'll use Mjustin's Advanced Thievery Event System as an example.

The link to the references I'm going to make is here:
http://rmrk.net/index.php/topic,28736.0.html


Ok. If you check out the 3rd screenshot down in his system where he lists the common events, do you notice those conditionals that +X to his specified "Steal Chance" variable.

I say that those don't increase chance at all. They merely change the outcome of what that number is equal too. The "Steal Chance" variable is still going to be a single outcome between 1 and 100.

For instance, say without that 'Thief's Ring' item he's got in there, the Steal Chance variable = 70.
With the Thief's Ring item equipped, the Steal Chance variable = 75.

Now say that the integer chosen 1 - 100 was a 73.

Having that ring doesn't increase that actual success of the steal. It is still 1/100 chance for a success.

Is what I say correct?

Also my solution would be to add a couple more sets of conditional branches that increase the number of outcomes and checks each one individually.
For instance:
chance: 1 - 100
chance determined as = 70

Say the outcome for the initial steal was 66.
With no items equipped, the steal is a fail. 66 =/= 70

What if had the 'thief's ring' equipped?
Changing the events around a bit and making it something like:

>
>(right here, at the moment [000x:chance] = 66, if you had the ring equipped, this next part checks for that and so on)
>
>Conditional Branch: [player] is [thief's ring] equipped
>
>>Conditional Branch: [000x:chance] = 70
>>(stuff that means you win at stealing)
>>else
>>>variable [000x:chance] += 1
>>>Conditional Branch: [000x:chance] = 70
>>>(stuff that means you win at stealing)
>>>else
>>>>variable [000x:chance] += 1
>>>>Conditional Branch: [000x:chance] = 70
>>>>(stuff that means you win at stealing)
>>>>else
>>>>>variable [000x:chance] += 1
>>>>>Conditional Branch: [000x:chance] = 70
>>>>>(stuff that means you win at stealing)
>>>>>else
>>>>>>variable [000x:chance] += 1
>>>>>>Conditional Branch: [000x:chance] = 70
>>>>>>(stuff that means you win at stealing) (also at this point, given the situation I set up, the player would have a successful steal with the ring here)
>>>>>>else
>>>>>>>variable [000x:chance] += 1
>>>>>>>Conditional Branch: [000x:chance] = 70
>>>>>>>(stuff that means you win at stealing)
>>>>>>>else
>>>>>>>>
>else

So as you can see, instead of the ring just +5 (making 66+5=71 =/= 70), it actually adds one, then checks to see if you meet it with success, if not it adds one more and checks again, and so on for 5 times.


Am I wrong? Does this make sense?
« Last Edit: December 04, 2008, 06:39:08 AM by grafikal006 »

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Well, I think that the steal chance checks not for a specific number, but rather if it is greater than a number. If you look at the 5th screenshot in his topic it says if Steal Chance > 50

so if the limit was 70, then having a 71 would result in a successful steal.

So his works.

Also, for your method, there is an easier way to do it by using a loop.

Conditional Branch: [Player] is [Thief's Ring] equipped
  Control Variables: [Count] = 5
  Loop
    Conditional Branch: Variable [Steal Chance] == 70
      <win>
      Break
    Else
      Control Variables: [Steal Chance] += 1
      Control Variables: [Count] -= 1
    End Branch
    Conditional Branch: Variable [Count] == 0
      Break
    End Branch
  END LOOP
END Branch

But yeah, his way works.

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Yeah, I always forget about looping, except I don't when I actually do something like this ._.

I totally missed the 5th screenshot, cause I thought there were only 4, so I assume it just didn't load when I saw it last. I see how it makes sense now, where it was at though I had assumed it was just picking a single number, but the ">" makes it.

Thanks MA