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Well, its no where near as cool as other folks' progress, but I managed to test my random chest determining Common Event and store the results in an array that is unique to that chest. It takes about 30 reusable Variables and then a Variable (array) for each chest that I would want to use it on.
Right now, the Common Event is built so each possibility has an equal chance of occurring, but that was only for testing the concept. I have to modify it to make it so different results and other things influence some of the random determinations.
Right now, it is determining the following for each chest (and I have another one for doors):
- Size, Quality, Material, and Flavor Text for the chest (Example: A small, shoddy, wooden, moss covered chest)
- Mechanical Lock Level & Strength, if applicable (Example: A superior, study mechanical lock)
- Magic Lock Level & Strength, if applicable (Example: A common, weak magic lock)
- Mechanical Trap Name & Level, if applicable (Example: An intricate, sleep dart mechanical trap)
- Magic Trap Name & Level, if applicable (Example: An inferior, ice bomb magic trap)
- Chest HP
The Chest HP is determined by the Size, Quality, & Material of the chest.
So each time I interact with a chest, the Common Event randomly determines all the information about the chest and the unique array for each chest stores the information so I can go back and it remembers the results.
Again, probably not very complicated for experience people and I probably didn't make it very efficiently, but it works so I count that as a success!
Right now, the Common Event is built so each possibility has an equal chance of occurring, but that was only for testing the concept. I have to modify it to make it so different results and other things influence some of the random determinations.
Right now, it is determining the following for each chest (and I have another one for doors):
- Size, Quality, Material, and Flavor Text for the chest (Example: A small, shoddy, wooden, moss covered chest)
- Mechanical Lock Level & Strength, if applicable (Example: A superior, study mechanical lock)
- Magic Lock Level & Strength, if applicable (Example: A common, weak magic lock)
- Mechanical Trap Name & Level, if applicable (Example: An intricate, sleep dart mechanical trap)
- Magic Trap Name & Level, if applicable (Example: An inferior, ice bomb magic trap)
- Chest HP
The Chest HP is determined by the Size, Quality, & Material of the chest.
So each time I interact with a chest, the Common Event randomly determines all the information about the chest and the unique array for each chest stores the information so I can go back and it remembers the results.
Again, probably not very complicated for experience people and I probably didn't make it very efficiently, but it works so I count that as a success!