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Creating a Diablo-style loot system for a turn based rpg in RMVX is harder than I thought.

  • Strak
  • 02/13/2023 03:39 AM

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...but it's so much fun, and I'm loving how it's turning out so far. Once I get the systems nailed down and I have at least a basic proof of concept, I'll create a project page. Gonna do something with this, just not sure what yet.
yeah, I did this the brute force way in RM2k3 in Hellion.

I had a list of basic weapon items, then duplicated them in blocks and modified each "block" with a suffix that affected its stats. Then I have a common event that would control which item you "found" when you opened a chest or whatever, that would grab a random item from a range, which gradually improved the deeper you got in the dungeon.


That's pretty neat! I'm working with Ruby right now, and I think I've got it pretty well figured out. I've got it so that it can generate approximately 200,000 different weapons based on the template, prefix, and weapon level, and I've only coded the prefixes for the second rarity tier. Working on coding in the last two tiers right now. I've submitted a game page for the proof of concept, so once that goes through I'll be able to show my progress, and I'm constantly working on it to make it even better. This is cool to see though, it's nice to see how other people have done something similar.
Got the page approved, and the download is live if you want to check it out.

This is the link to the game page.
Pages: 1