じ☆ve冰风 发表于 2026-7-31 19:35:29

Drop Item Sets

This script allows you to set up "drop item sets". A drop item set is simply a collection of drop items: at the end of battle, you can potentially receive drops from a chosen set.

Drop item sets are chosen depending on whether their condition is met. The drop item set condition can be anything related to the state of the game when the enemy dies, such as the skill that was used to defeat the enemy, or certain properties of the battler that defeated the enemy, or the values of game variables or switches.

Drop item sets allow you to further control which drops are available for the party to obtain after winning a battle.

For example, suppose an enemy drops three items: Potion, Hi-Potion, and Gold Ore.

You organize the drops into two separate groups as folows:

Group 1: Potion, Hi-Potion

Group 2: Potion, Hi-Potion, Gold Ore

You then place a condition on the second group such that it will only drop if Hime is in the active battle party. This means that group 2 drop set will not be selected if Hime is not in the battle party, and therefore Gold Ore does not drop if Hime is not in the battle party.

Download

Get it at Hime Works!

Installation

Place this script below Materials and above Main

Usage

Start by setting the drop items for the enemy.

Then create drop item sets. By default, there are no sets, so none of the

enemies will drop anything.

http://himeworks.files.wordpress.com/2013/04/dropitemsets1.jpg

To create a drop item set, use a note-tag of the format

<drop-item set>drops: 1, 2, 3priority: 7condition: formuladrop: w1 0.6drop: a4 0.23drop: i7 1</drop-item set>The drops is a list of drop item ID's, corresponding to each drop in theenemy's list of drop items. The editor provides 3 drop items, so the first

drop is numbered 1. You can repeat the same drop multiple times in the list

if you want it to be dropped multiple times.

In addition to pulling drop items from a list, you can also manually add drops

to each group using the `drop` option. The drop option takes an object ID,

where you choose "w" for weapon, "a" for armor, and "i" for item, followed

by the database ID. The second value is the droprate, as a percentage. So

0.6 means 60%, 0.23 means 23%, and 1 means 100%

Priority determines whether the drop set should be checked before other sets.

For example, a priority 10 set is checked before a priorty 5 set.

The condition is a ruby statement that determines whether the set will be

chosen or not. When the set is chosen, then those drops are the ones that you

can potentially receive at the end of battle.

The condition comes with 5 variables for you to use

a - the Game_Battler that defeated this enemyb - this enemyc - the Game_Action used by the battler in `a`v - game variabless - game switchesBecause drops, by default, are only rewarded when the enemy has been killed,we only need to keep track of who killed the enemy. It's possible that an event

kills the enemy, in which case `a` would be nil, and your formula will not

work as you expect (it will return false in these cases, so no errors).

Examples

Some conditions that you might use for drop item sets

                Code:       
Attacker's level.Maybe drops are only available if your level > 5   a.level > 5Killing blow skill.Maybe a drop is only available if you kill using skill 23   c.item == $data_skillsAttacker's stateSet requires attacker to have state 23 applied when enemy was killed   a.state?(23)Attack elementSet requires the damage to have element 5 (not including features)   c.item.damage.element_id == 5




本贴来自国际rpgmaker官方论坛作者:Tsukihime处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/drop-item-sets.11974/
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