Weapon/Armor Randomization

Allerka

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It might have been an update Vlue made, dunno. Basically the $imported line wasn't present in the randomizer, so it was never passing that check in the Aftermath script. You can either remove the checks or add the line to the randomizer, either way gets it all working.

I had also noticed occasionally I'd get items with multiple prefixes or suffixes, wasn't sure what was going on there. Let's give this a whirl.

Hrmm, it seems to disable the Sleek Item Popup and do the regular message window instead, and then it crashes after a couple items at most, if not right at the first one. Here's the error it gives me:

Galv item fix error.png

The patch is below Galv's script, the randomizer, and the Aftermath patch. And I set the database numbers to the current maximums in my project.

As for the quality question, I was wondering if it'd be possible to do a call of a randomized item but only draw from a selection of affixes instead of the entire list. Vlue told me the same thing, I should just make a new item. Which I'll do. So forget I asked that question. :p
 
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Sixth

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Okay, when was the last time you actually updated Vlue's scripts in your project?


Vlue got those import tags since quite a while ago now, and it seems to me that you don't have those import lines in your version of scripts...


Check the updated versions of his scripts on his site here:


http://daimonioustails.weebly.com/scripts.html


After you updated your scripts, check again.


I just "opened" exactly 500 chests without any errors. Blasted pop-ups still popping up, lol...


No idea why would it give you errors. Re-check the maximums set in the patch, maybe you made a typo.
 

Allerka

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Hmm, looks like I had 1.6.7. I could have sworn I imported the last version off the site, but it might have reverted back in that data-loss I had. Let's see if this helps at all. 

...

Hah! There we go. Much better. I'm gonna add a line in the comments about the minimum version requirements. :p
 

CrimsonRazor

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I'm having trouble with random drops from chest, they don't come out with any Affixes,

Can anyone tell me whats going on? I'm not using any other scripts other than Vlues Randomization one.
 
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Lilian

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Do you think it would be possibel to mod this script for Monsters ? ( as Map specifics i mean) Like on this map Monster <Prefix1 20> would be like Mad 20%. "Mad" Wolf. ( i mean eatehr as a seperat script or expension). 
 

PsychoByNatureX

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Hi there. Im just wondering if this script is compatible with the actor inventory script by tsukihime?
 

Kes

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The only way to be sure is to try it.
 

PsychoByNatureX

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Yeah ill try next chance i get. :) just wondering if anyone else has tried lol. I doubt it cuz both scripts require script calls to add to inventory
 

Sixth

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I can tell you without even trying that it will not work without a new script call which combines the two script.


But I am not sure which script you mean, so it might be better if you could post a link to that script (note: a link, do NOT copy/paste the script here pretty please *-*).
 

PsychoByNatureX

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I figured it wouldnt work without editing. Would be a nice:)
 

exnem

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Super amazing script, have been using it for a while now.

I do have a problem, when I use Ace Save System along with this, the random generated are not saved. Once I load the game all items with affixes are gone from my inventory and equiped items. Is there a fix for this or can someone make one?

I have been looking all over the net and skimmed through all this thread but have found nothing. I would greatly appreciate any help.

Nevermind. Sixth posted the solution in a post back. Just have to put W/A randomizer after Ace Save System. Thanks Sixth.
 
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Karakal

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Greetings,


first of all sorry for digging out an 11 Month old thread, but I'm currently working with this script.


Since my knowledge of Ruby is almost zero this question should hopefully be easy to answer:


I would like to randomise the added value of an affix like


            10 => { :name => "Healthy ",
                    :Shp => rand(20),


Now the randomized amount should also be shown in the description but I don't know the right code to add this specific value as a string to the :pdesc
                    :pdesc => ???? " to life"},
 

Sixth

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That won't work.


Constants defined will NOT change their values ever again automatically, they are evaluated at the start of the game, and that's it.


Like their name suggests, they are static values, not dynamic.


The "random" value you just made will not be as random as you think.


It will generate a random number between 0 and 19, but only once at the start of the game. This means that until the game is restarted, the same value will be used every single time the affix is added to an equipment.


But all of this aside, you can simply use:


:hp => 20,


Instead of what you wrote.


This will do what you want, add a random value to the stat between 0 and 19. It's actually weird to have a "Healthy" armor without any HP bonus, but that is the way it's coded by Vlue (although that can be fixed easily if needed). 


Read the description of the different options you got for your affix settings, there are static and random bonuses alike for basic parameters as well as direct and percentage based bonuses.


As for the description text...


If you want to display the added value only (and not the total stat of the equipment), you will need to make a method which calculates the difference between the original value (without any affixes) and the total value (with all the affixes). Once that's done, displaying it should be easy enough, but again, that would also require to add this new display method to the description window.


If you want to display the total stats of the equipment (including all bonuses gained from the affixes), you will still need to make a new method for this, because there is no way to tell what stat an item can get with this randomizer script in advance.


I made a script for this a long time ago, so I went into search mode and uploaded it for you:


http://pastebin.com/YWSa9HWm


This will let you display accurate parameters in the description box. Just use the provided message codes in the description box for your items, and some magic will automatically convert that into parameter values. :D


If there is nothing to show (the parameter values are 0) a custom text or nothing will be shown, based on your settings.


Just note that this script will only display the basic parameters of the item, there is no built-in feature display!
 

Raxmo

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So, I'm having one hell of a time using this script in anything but the demo, I do think I'm using an outdated version, might probably should update it, but I do want to use this system so I can make my mystery dungeon game actually more mystery dungeonyer any idea what I'm doing wrong? I've literally coppy-pasted the note fields and everything.
 

Espilonarge

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Sorry to bump this old topic but is there a way to make your script (and possibly the Appraisal Shop script) compatible with Falcao's Mana Stone Enchantment script?

Every time I receive a weapon/armor piece with an affix/suffix from your script or if I have an unknown item appraised, none of them will come with sockets from Falcao's script.

EDIT

Nvm, seems I got it to work after taking a note out of Hime's Instance Items script by adding the following code at the bottom of your script.

class RPG::EquipItem < RPG::BaseItem
def manaslots
@manaslots ||= [nil] * given_sl
end
end
 
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CoGDork

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Is there any way to give a player a specific version of a weapon rather than a random one (for example, specifically giving the player a __of speed)? The instructions are not quite clear to me...
 

Roninator2

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You need to make a separate weapon with the exact affixes that you want.
<PREFIX1 100> the 100 denotes that this item will get this suffix 100% of the time when randomizing.
<SUFFIX2 100>

then just give the player that weapon through the script call and there you go.
 

CoGDork

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What about a way to add a specific state to a pre-existing weapon through event script calls?
 

Roninator2

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I do not believe the script will add on a state after the weapon has been made. But you could maybe make a new weapon that would be the exactly the same with the new feature and remove the old one from the player inventory.
Otherwise a 'state' would only be applied during the game to the actor not the weapon. such as passive skills.
 

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