- Joined
- Nov 11, 2015
- Messages
- 467
- Reaction score
- 227
- First Language
- Portuguese
- Primarily Uses
- RMMV
Hello guys!
I don't know if this would be better here at JS support or at MV subforum, so I apologize firsthand.
My idea is the quantum treasure chest. Let me explain:
The party enters a dungeon with 5 chests (A, B, C, D, E). Previously the game developer make a list of 7 items to be granted as treasure (1 per chest). He also noted that one chest will actually be a Mimic monster. The chests are always at the same spot, but when the party opens the first chest (be it A, B, C, D or E), it have a 1/8 chance of being a Mimic or getting one of the items. Whatever happens (item or monster) is removed from the list of possible outcomes, so when opeing the second chest they have a 1/7 chance of getting whatever remained. And so on for the others chests, making possible to not trigger the monster and have 5 items at the end, with said items being any of the 7 in the list (so in any playthrough, at least 2 items won't ever be acquired by that chests in that dungeon).
Can this already be done via variables or only through JS? And there is a way to improve on the odds? Like having 4 items, but item A is 50% more easy to find than item B and C, with item D being 50% harder?
Thanks for the input!
I don't know if this would be better here at JS support or at MV subforum, so I apologize firsthand.
My idea is the quantum treasure chest. Let me explain:
The party enters a dungeon with 5 chests (A, B, C, D, E). Previously the game developer make a list of 7 items to be granted as treasure (1 per chest). He also noted that one chest will actually be a Mimic monster. The chests are always at the same spot, but when the party opens the first chest (be it A, B, C, D or E), it have a 1/8 chance of being a Mimic or getting one of the items. Whatever happens (item or monster) is removed from the list of possible outcomes, so when opeing the second chest they have a 1/7 chance of getting whatever remained. And so on for the others chests, making possible to not trigger the monster and have 5 items at the end, with said items being any of the 7 in the list (so in any playthrough, at least 2 items won't ever be acquired by that chests in that dungeon).
Can this already be done via variables or only through JS? And there is a way to improve on the odds? Like having 4 items, but item A is 50% more easy to find than item B and C, with item D being 50% harder?
This could be use to assign different behaviours to NPC or even interior of houses, since the main idea is the same.
Thanks for the input!