YANFLY ENGINE ACE - STEAL ITEM

RPG Maker VX Ace

Steal items from enemies~

  • YF
  • 12/21/2011 04:43 PM
  • 5908 views


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Stealing items has been something that’s became a staple in many RPG’s. It’s a great way for players to acquire new items and a fun way, too. This script adds in the functionality to steal items through either blind stealing, stealing specific types, or stealing even specific items. Furthermore, this script gives the LUK stat more functionality by having it add to the success rate of stealing an item.





Steal skills can be set to steal any kind of item or all specific types of items. These items can range from gold to usable items to weapons to armours. Insert these notetags in either skill or item noteboxes.

<steal>
<steal: +x%>
<steal: -x%>

This gives the skill a blind steal property, allowing it to steal a random item the enemy has, if the enemy has any items to steal. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease).

<steal type>
<steal type: +x%>
<steal type: -x%>

This gives the skill the ability to only be able to steal items of that type. Anything that is outside of that type list cannot be stolen. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Replace “type” with “item”, “weapon”, “armour”, or “gold”. Insert multiple of these tags to increase the types that can be stolen.





Snatch is a new type of steal that lets the player select which item to steal. This will cause the actor to specifically target that item and that item alone instead of going for all of a particular type in an enemy’s stealable item list. Insert these notetags in skill or item noteboxes:

<snatch>
<snatch: +x%>
<snatch: -x%>

This gives the skill a snatch property, which allows the player to select a specific stealable item on the enemy. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Snatch only works for single target enemy skills.

<snatch type>
<snatch type: +x%>
<snatch type: -x%>

This gives the skill a snatch property, which allows the player to select a specific selectable item on the enemy. However, this tag limits the types of items that can be stolen. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Replace “type” with “item”, “weapon”, “armour”, or “gold”. Insert multiple of these tags to increase the types that can be stolen. Snatch only works for single target enemy skills.





Set stealable items in the enemy notebox and their success rates. You can insert multiples of the tags to allow an enemy to have multiple stealable items.

<steal Ix: y%>
<steal Wx: y%>
<steal Ax: y%>
<steal Gx: y%>

Gives enemy a stealable item, weapon, or armour (marked by I, W, or A) x at a rate of y percent. If G is used, that is how much gold can be stolen from the enemy. Insert multiples of this tag to increase the number of stolen items an enemy can possibly have.





When an item is successfully stolen, it will be displayed across the log window. Success rates may be altered by traits. These traits can be applied to actors, classes, weapons, armours, and states.

<steal rate: +x%>
<steal rate: -x%>

Sets the bonus steal rate to increase or decrease by x%.

<steal type rate: +x%>
<steal type rate: -x%>

Sets the bonus steal rate for that specific type of item by +x% or -x%. Replace “type” with “item”, “weapon”, “armour”, or “gold”.



For enemies, they can have a defending stat against steal rates:

<steal rate: -x%>
<steal rate: +x%>

This is the defending modifier used for enemy. All success rate calculations will apply the defending enemy’s steal rate against success.





The various settings in the module can affect how stealing works in your game. You can add in an addition bonus rate dependent on the LUK value of an actor to even having stolen weapons and armours lower an enemy’s stats. Adjust them as you see fit!

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Posts

Pages: 1
Did you intend to have this disable the "No Effect" combat log entry when you use a Steal skill?

For example, I made a skill in my Database called Steal. It has <steal gold> in the notetags, and has been made a battle command using YEA Battle Command List. When I steal, the 'Miss' sound effect is played, and I get the entry into my battle log:

Hero attempts to steal... (which is the display text I chose to use for the ability)
SlimeA is unaffected. (the odd message, which is normally shown when an attack deals no damage despite hitting)
Hero has stolen 10GP! (or) SlimeB has nothing left to steal... (or) Hero couldn't steal an item

It's not a problem for me I can write a quick edit to fix the issue. I was just wondering if this is something you encountered when testing. Perhaps if its not, you could show me an example of a Steal skill, set up the way you would set it up.
edit
I've never felt more like a noob. I just had to rearrange the scripts.. It was so obvious. My bad.

The issue above still occurs though.
hey can you release a demo of your script so people can test it and also see how to set up your script

Yea I'm completely lost. I might could get it if i saw a demo.
Pages: 1