Soul Capture for purchases.

Eurgh

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I'm thinking of having it so when you have an item, for every monster you kill, you collect certain amount of souls. The harder the enemy, obviously the more you get and the higher your level, obviously the less souls you get for killing things to stop you from farming a 'hard enemy' when you can just 1 shot them.  The only way i could think of doing this is with scripted fights only, does somebody know how to make it so i could add a variable for every random fight. If you get what i mean?

If not, basically i want to know how to get an event that runs after every random fight which adds a variable, from there i can set it where if you're a higher level, it divides the amount of souls or something.

edit: you may be thinking "Just add it to the event page for the troops." But, for me to do that, then i would have to activate it on the moment, then set it to activate when a mob hits 0% or lower health, but then it would constantly spam the event instead of doing it once and with more than 1 mob in the fight, it would be useless.
 
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Eschaton

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Are the souls currency?

Is regular gold still used for purchases?

If so, why do you need two (or more) economies (gold-for-items economy and souls-for-items economy)?

Do souls need to be variables?  It might be easier if they were dropped items, instead.  Then, souls might be able to serve other purposes.

If you don't need gold, then make souls the currency by changing the "gold" string to "souls" in the Database.
 

Eurgh

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Are the souls currency?

Is regular gold still used for purchases?

If so, why do you need two (or more) economies (gold-for-items economy and souls-for-items economy)?

Do souls need to be variables?  It might be easier if they were dropped items, instead.  Then, souls might be able to serve other purposes.

If you don't need gold, then make souls the currency by changing the "gold" string to "souls" in the Database.
Yes i am still using Gold.

Having it as item sort of went over my head... but at the same time, i wanted a variable since i want it to be like oh, you have so many souls let's say... 3000, and something costs 2000, rather than going over the hills and round the mountains to check if i have 2000 of that item i could use a variable to just check it then take it away..

HOWEVER, you can't really collect souls until a certain point, so i'm not sure if i should still make them drop souls or atleast items which give you souls because it's a sort of 'side quest' thing, in which after doing something you can collect souls and use them for things. So, with the drops, would there be a way without a script to make it so the drops are on a conditional branch? Or even with a script, if one exists....
 

Eschaton

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Sounds like you're designing yourself into a corner.  Do you really need such a feature?  Honestly?
 

Eurgh

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Sounds like you're designing yourself into a corner.  Do you really need such a feature?  Honestly?
Thats the feeling I got. I guess i'll just have them in a designated area where you need the item to get into. 

Thanks for your help anyway. :)
 

Engr. Adiktuzmiko

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I think you can simply make it as an item and use on of the drop scripts out there that allows for customized drops...
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


It would not be difficult to add a note to each enemy to state how many souls each one is worth, and to then modify the BattleManager methods that accumulate gold and spoils at the end of each battle, to also show a quantity of souls, and add it to a given variable.


But you haven't posted to this thread in a week. Do you still need help with this?
 

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