Sure. I want to work on this today so can you tell me in as much detail as possible what you want to contribute to the chance?
Because right now, the only thing that plugin takes into account right now is hp, the capture item you used and states. The former two wouldn't apply because you have to defeat enemies instead of capturing them with an item.
Alternatively, I could just have you define the formula to determine the chance yourself, but that would require javascript knowledge on your part.
Because right now, the only thing that plugin takes into account right now is hp, the capture item you used and states. The former two wouldn't apply because you have to defeat enemies instead of capturing them with an item.
Alternatively, I could just have you define the formula to determine the chance yourself, but that would require javascript knowledge on your part.
"Today"? Oh well, Timezones I guess.
I thought about those and would love to share my ideas.
Alright then lets go.
1. States
I'm not really javascript proficient, but it shouldn't be too hard to do, something like if actor.isStateAffected(x) then increase the chance by x% (Provided you actually use a percentage based capture rate. Pokemon for example chooses a value between 3 and 255)
But I also thought of something new, if a pure percentage raise seems to boring. When State X is applied, it sets the capture chance for every enemy to X. Enemies that would have a value higher than X anyway, are not influenced. (great for enemies with a really low capture chance)
2. Items
Capture Items may not work the traditional way, but that doesn't mean they can't influence the chance of capture. For example: If the actor has Item 1 in his inventory, chance will increase by x or x%. The player should be able to decide if they want the items and states to be able to stack. And if they stack, additively or multiplicativley (for balance purposes)
For consumables (like uh, fruits for plants in order to bribe them?): Will the item disappear after x uses? Does the user even want to use the item?
3. Existing party members
This is something really specific for my RPG, but I want to share the idea anyway.
So, let's assume you've successfully recruited a bird monster. The chance of recruiting an additional bird monster will then be higher as your current monster can influence the other monsters. Insects will be easier to recruit as well because of their natural disadvantage against birds. However predators will be less impressed by this. In fact, this may have a negative influence to the capture rate.
I use NeMV_Tags to determine what counts as a bird or predator.
I hope this will help you and thank you in advance for your work