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[转载发布] Custom Loot Pools

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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Custom Loot Pools




    Introduction
    This RPG Maker MV plugin allows for the creation of custom loot pools for your items, weapons and armor*, through the use of custom notetags. You can then award the player a random element from a given pool. You can also award multiple random elements from a given pool. The loot pools can also be added as enemy drops, enhancing the loot distribution process even further.
    *From this point on, any reference made to 'item/s' also refers to weapons and armors, unless otherwise stated.

    Note: This plugin changes the way drops are displayed after battle. It probably won't be compatible with any plugin that does the same.
    Download Plugin Here
    This plugin is free for commercial use.​

    Plugin Parameters​

    This plugin has no plugin parameters, it is entirely set up through notetags.​


    What are Loot Pools?​

    A loot pool is a collection of items that share a common custom notetag. These notetags allow the developer to award a random item from the pool using a script call or by adding the loot pools to an enemy's drops.

    Add an item to a loot pool using the following notetag format:

    <Loot Pools>
    lootPool
    </Loot Pools>

    Let's take a look at an example notetag to see how this works:
    Spoiler: Loot Pool Notetag


    In the above image, we see the notebox of an item in the database.
    This notetag adds the item to a custom loot pool name 'potions'
    This is all that is necessary to create a custom loot pool.

    You can then use the following script call to award a random element from your newly created pool:
                    JavaScript:       
    1. ThreeSixNine.CLP.gainRandomLoot('lootPool', X);
    复制代码


    • Replace "lootPool" with the name of the loot pool you wish to draw from.
    • Quotation marks ARE required around the loot pool name.
    • Replace "X" with the quantity of that item to drop.
    • A default quantity of 1 will be used if no quantity is provided.
    So, with everything we have right now, if we used the following script call:

                    JavaScript:       
    1. ThreeSixNine.CLP.gainRandomLoot('potions');
    复制代码


    It would award the player with an item from the potions loot pool. Since there is only one item in the loot pool, it would award that item everytime you used this script call, until you add mre items to the pool.

    If we repeat the same process of adding our custom notetag to the next item in the database, we begin to see what this plugin is capable of.

    If we then us the same script call:

                    JavaScript:       
    1. ThreeSixNine.CLP.gainRandomLoot('potions');
    复制代码


    We again award the player a random item from the potions loot pool, but this time, it could be either item with the potions loot pool notetag.

    You can alternatively use the script call:
                    JavaScript:       
    1. ThreeSixNine.CLP.gainRandomLootMulti('lootPool', X);
    复制代码

    To award a random set of items from the supplied Loot Pool.

    Replace X with the number of random items from the given loot pool to the player.

    If no quantity in provided, the default quantity of 2 will be used. This allows you to award multiple random items from a given loot pool with one script call. Use it when you want more than one random reward at a time.

    A few notes about creating the Loot Pool notetags:​

    Spoiler: Loot Pool Notes

    • Loot pool names will be converted entirely to lowercase format. This means that variations in capitalization only will be treated as the same loot pool.
    For example:

    [url=https://forums.rpgmakerweb.com/attachments/clp_lootpoolsexample-png.259896/][/url]

    And





    Would add the item to the same pool, named 'potions'. This is to help minimize errors when setting up the notetags.

    • You CAN use spaces, numbers and special characters when creating loot pools.
    • You CAN add more than one loot pool to an item

    Enemy Drops​

    You can add loot pools to enemy drops. When added to enemy drops, the loot pools work similarly to the script call. Upon defeat an enemy with a loot pool attached as a drop, will have a chance to drop a random item from the attached loot pool.

    Add a loot pool to an enemy drop using the following notetag format in the enemy's note box:

    <Loot Drops>
    potions: 100%
    </Loot Drops>


    • Replace lootPool with the name of a custom loot pool attached to your items.
    • Replace X% with the percent chance to call the random drop upon defeating the enemy.
    Example:





    A few notes about creating the Loot Drop notetags:​

    Spoiler: Loot Drops Notes

    • The percent chance must be provided, there is no default chance provided.
    • You can add multiple instances of the same pool
    • Each instance will be treated as it's own possible drop.
    • You can bypass the editor limit on drops this way

    Spoiler: Additional screenshots
    Loot Pool Notetags:





    Loot Drop Notetags:






    Enemy vs Drop Reference:



    本贴来自国际rpgmaker官方论坛作者:ThreeSixNine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/custom-loot-pools.156962/

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