Jestamarl "solved" it nearly.
#===============================================================================
# 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 AIf 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!