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My game has four classes, but a player chooses only a party of three at the beginning of the game. One of those classes is the Thief, who uniquely has access to the Steal Command. Looking back through old threads, I can see a lot of distrust in "Steal". It makes me feel a little insecure to include it in my latest creations. However, my Steal is a bit different than traditional "Steal" commands, so I would like some feedback as to if it sounds like a good time, or like a wretched and nasty implementation of a mechanic no one has ever liked.
Allow me to explain.
When you choose a target from whom to Steal, that target's possible items are displayed, alongside your percent-chance to steal it. You may choose one item, and the Thief attempts to steal it that turn. (Those familiar with Yanfly's Steal and Snatch plugin will recognize this as the "Snatch" ability, but I have named it "Steal" in my game and that is what I want to call it. I apologize if it is confusing.) You can of course only Steal until the target has no items left.
Steal has a few other properties as well:
Allow me to explain.
When you choose a target from whom to Steal, that target's possible items are displayed, alongside your percent-chance to steal it. You may choose one item, and the Thief attempts to steal it that turn. (Those familiar with Yanfly's Steal and Snatch plugin will recognize this as the "Snatch" ability, but I have named it "Steal" in my game and that is what I want to call it. I apologize if it is confusing.) You can of course only Steal until the target has no items left.
Steal has a few other properties as well:
- The available items to Steal is based on what the target can "drop" at the end of combat. You will not always get everything the target can drop when it is felled, but you will if you Steal everything from it before then. That being said, because the Thief is ultimately optional, I do not plan to put any item in the game that can only be obtained by Stealing it, since the only items that can be stolen are items that would otherwise have a chance to drop.
- Stealing weapons or armor will actually lower the stats of the target from whom they were stolen as if they were no longer "equipping" it (per Yanfly's Steal and Snatch). I have made modifications so that this includes things such as Magic Reflection, Counter Attack Rates, or Elemental Resistance granted by equipment. This is one way Stealing can be tactical in the heat of battle.
- In my game, all Magic is learned only through special armor type, Spellstones. Stealing a Spellstone will prevent the target from casting the spells granted by that Spellstone. This can be difficult to do, of course, but I find it to be just as tactical if not more so than stealing other weapons or armor.
- Steal does no damage.
- The percent-chance of success is determined by the LUK stats of the Thief and the target, as well as the "drop" rate the item has.
- EDIT: Some opponents will "use" their stealable items as skills during battle. They will be unable to use them if stolen before they get the chance to, of course.
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