Gold rate / Drop rate

● ARCHIVED · READ-ONLY
Started by Alistair 20 posts View original ↗

  1. ~ Gold  & Drop Rate~
    by Alistair


     


    For the latest updates please visit my blog. This is merely an introduction topic.


     


    By default, the editor only allows the party to have a "Double Item Rate" and "Double Gold" flag. This flag does not stack. There is an experience rate but nothing similar for Gold and Drops. This basically means that you can have 200% Gold/Drop rate at most at any given time. Pretty limiting. This plugin introduces an actual Gold/Item rate that can be modified with Notetags placed in several noteboxes.


    You can even use your own formulas for these rates. For example, it's possible to have variables or switches influence the Gold/Drop rate.


    Giving your Actors, Classes, Equipments or States the following notetags will change the rates:


    <Gold Rate: +x%> or <Gold Rate: -x%>


    <Item Rate: +x%> or <Item Rate: -x%>


    These notetags stack additively! This means that twice +75% will result in +150% and not in 56% (= Multiplicatively).


    For multiplicative changes use these notetags:


    <Gold Rate: x%>


    <Item Rate: x%>


    I can't really show screenshots for this plugin but for the sake of clearness have some plugin parameters:


    unt1.png


    Terms of Use, Download and some more words on Usage can all be found on my blog.
  2. Oh this is SO useful!


    Especially while having worked with many affixes for equips and tons of runes which I have thought about effects for.. I always felt very limited.
  3. Currently luck is a completely useless stat in my game, this is the perfect plugin to change that. Thanks!
  4. Wow! Very handy feature.
  5. Is there a way to only allow an actor's note tag to be enabled while the actor is part of the ACTIVE party and not the reserve party members? I'm assuming there may be some script I could use.

    Explanation: My game will center around mercenary guilds and each recruit that joins the party will reduce X% of gold earned while in the active party. I am using <Gold Rate: -x%> as my note tag of choice, and I am assuming all actors with the note tag will reduce gold earned regardless of reserve status or active status. Am I correct in my assumption and if so is there a feasible way I can alter the note tag or create script that will disallow note tags from reserve actors?
  6. I know this topic is quite old, but i´m recently trying to use this plugin, at it seems it doesn´t work outside battle. I´m using Chrono engine, a real time battle system, and when i defeat an enemy there, it seems this plugin doesn´t work. The regular "double gold" works, but this not. Someone know how could be fixed?
  7. Vladar458 said:
    I know this topic is quite old, but i´m recently trying to use this plugin, at it seems it doesn´t work outside battle. I´m using Chrono engine, a real time battle system, and when i defeat an enemy there, it seems this plugin doesn´t work. The regular "double gold" works, but this not. Someone know how could be fixed?
    I did a very extensive writeup on ChronoEngine drops here
    MV - MOGhunter's ABS chrono engine multiple drops?
  8. Hello?
  9. Instead of double posting and potentially hijacking a thread, make your own thread and ask. @Vladar458
  10. Vladar458 said:
    That work with Gold as well? Because i want to make an ring that, when equipped, increase all gold gain a 20%. If don´t. there is a way to modify the double gold option itself?
    This plugin only works for drops on the battle scene. If you trigger a battle scene in ChronoEngine it will apply but not for the on map battles. You could alias the function holding the default "double gold" trait in a new plugin and make it a variable instead.
  11. Sword_of_Dusk said:
    Instead of double posting and potentially hijacking a thread, make your own thread and ask. @Vladar458
    The doble posting was an accident, i replied myself and i can't delete the message.
  12. AquaEcho said:
    This plugin only works for drops on the battle scene. If you trigger a battle scene in ChronoEngine it will apply but not for the on map battles. You could alias the function holding the default "double gold" trait in a new plugin and make it a variable instead.
    I see. And how i do that? I would like to know how. Editing the "double gold" and turning it into a 20% would also work for me too.
  13. Vladar458 said:
    I see. And how i do that? I would like to know how. Editing the "double gold" and turning it into a 20% would also work for me too.
    The reason it's not working on the on map ChronoEngine battles is because the tool events use a new different function entirely. If you want to modify the gold double rate for tool events, put this snippet in a new .js file, add it to the bottom of your plugin list, and change 2 to the multiplier you want, i.e. 1.2 or if you want a variable change 2 to $gameVariables.value(50) and store your multiplier in Control Variable 50.

    Code:
    ToolEvent.prototype.goldRate = function() {
        return $gameParty.hasGoldDouble() ? 2 : 1;
    };
  14. AquaEcho said:
    The reason it's not working on the on map ChronoEngine battles is because the tool events use a new different function entirely. If you want to modify the gold double rate for tool events, put this snippet in a new .js file, add it to the bottom of your plugin list, and change 2 to the multiplier you want, i.e. 1.2 or if you want a variable change 2 to $gameVariables.value(50) and store your multiplier in Control Variable 50.

    Code:
    ToolEvent.prototype.goldRate = function() {
        return $gameParty.hasGoldDouble() ? 2 : 1;
    };
    Thank you so much! I tested it and it works perfectly! This would work with Exp too? The basic function of giving more exp doesn´t work outside of battle too.
  15. Vladar458 said:
    Thank you so much! I tested it and it works perfectly! This would work with Exp too? The basic function of giving more exp doesn´t work outside of battle too.
    Sp-parameter experience works for me. I didn't change anything.
  16. AquaEcho said:
    Sp-parameter experience works for me. I didn't change anything.
    Oh, sorry. My bad. I checked it wrong, it works fine too. You are truly a lifesaver.

    Edit: Mmm, it seems that the MP reduction option is ignored by the battle system too. I have an item that reduces MP comsumption a 20%. I have a skill that cost 5MP. In the skill menu it says that you need 4, but when i equip the skill and use it, show 5 and uses 5 MP.
  17. I'm trying to add a debuff State that yields less gold at the end of the battle while active. I added the <Gold Rate: -20%> Tag in the state's notetag, but it still yields the same gold at the end of battle when afflicted by that state.

    Is this something possible to do it with the plugin? (i.e. a normal battle would give 100 gold, but with the debuff the player would only get 80)
  18. Alkaline said:
    I added the <Gold Rate: -20%> Tag in the state's notetag, but it still yields the same gold at the end of battle when afflicted by that state.
    does your state get removed by the end of the fight? its possibly getting cleared before gold calculations are made
  19. Robro33 said:
    does your state get removed by the end of the fight? its possibly getting cleared before gold calculations are made
    Oh yea, it's supposed to last only one battle. It works now that I set to remove the State outside of the battle!