Mutable Items

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Started by dbchest 52 posts Page 1 of 3 View original ↗
  1. Mutable Items v1.2.1
    Author: Derek Chestnut (dbchest)

    Plugin Description

    Items being carried by the party now have the potential to mutate into different items after the specified number of steps.

    What's New
    Code:
    v1.2.0
      - Added support for mutation by user defined randomized item selection.
      - Added support for mutation success and failure.
    v1.2.1
      - Fixed crash on actor equipment slot clear.
    Note Tags
    Code:
    <nextId:2>              # Mutates into provided database item.
    <nextId:2,17,109>       # Mutates into provided database item at random.
    <stepCount:200>         # Mutation occurs after 200 steps.
    <successRate:50>        # Mutation has 50% success rate.

    Author's Notes
    Free for use in both commercial and non-commercial projects.
    Accreditation is not required but it is appreciated.

    **Suggestions for additional functionality will be considered.

    Planned Updates
    Include support for weapons and armors.
    Include support for time-based change condition.
    Include support for item specification on mutation failure.
    Include support for mutation notification.
    Include plugin command to force wide-scale mutation over the party's entire inventory.
    Include plugin command to force individual item mutation by quantity.

    DOWNLOAD
  2. This worked perfectly for me.

    I tested it on both default movement script, as well as a pixel movement script and both functioned as intended.

    My next test will be for mutuable chains, chaining items that would change form, but I don't see why that wouldn't work.

    Great work!
  3. that makes me very happy! i was planning to run that same test (chaining items), but i was pretty confident there would be no issues. should you find any, please notify me here.

    also, i have uploaded two screen captures to help demystify what the note tags should look like within the database.

    edit:
    i would also like to add that i will accept requests for additional functionality for this plugin; this was a challenging plugin to create because it required me to deepen my understanding of how the engine handles items held by the party. performing additional requests for this plugin will further broaden my knowledge, which is the real reward for me. that knowledge will help when it comes time to write similar plugins for beast masters.
  4. Does this work for Armors and/or Weapons as well, or just the items in the "Items" tab of the database? (If not, I'd like to ask about being able to make it so that at least armors have this functionality.)
  5. @GameFire currently, this plugin only allows items to change into other items from the database after the specified step count. you would have to be specific with your request also; do armors change into other armor after a specified step count (which does not seem logical)? do items become armor after a step count (which does not seem logical)? what exactly are you looking for in addition to the default functionality?
  6. Armors changing into another armor after the specified step count, yes. Apologies for not being clearer.
  7. Can you make it so the items change after certain amount of PlayTime has passed? How about after a certain amount of uses... you use a Potion 10 times and now it changes to a Double Potion [example]...
  8. @GameFire i could definitely do that; for convenience and legibility though, i think i might prefer to write separate plugins to handle weapons and armors. let me think about the best approach for including weapons and armor and get back to you on this.

    @firestalker i would be willing to give developers the option of mutable items changing over time. i can include this feature in an update.
  9. I said no more plugin's getting added to my game but who am I to stop such a stable and efficient addition.
    I have a temperature system and thought a few weeks back wouldn't be cool to have hot and cold food to effect some of those parameters.....TaDa!

    Thanks a lot for this one
  10. @Lonewulf123 did you ever find out if mutable chaining works seamlessly?
  11. dbchest said:
    @Lonewulf123 did you ever find out if mutable chaining works seamlessly?
    I have not. Been busy unfortunately.

    I should be able to test later today though.
  12. @Lonewulf123 that's okay, bud. do not worry about it; i will double check before i write the update.
  13. @dbchest chaining works fine if you mean 1 item 'mutating' into another item that has a 'mutating' point aswell
  14. @Indsh thank you for the quick tip! that is good to know moving forward with this plugin.
  15. Indsh said:
    @dbchest chaining works fine if you mean 1 item 'mutating' into another item that has a 'mutating' point aswell
    Great news!
  16. Be nice if you could add functionality such as adding triggers to common events or switches. My old VX had a script so if I triggered this even it changes all of my equipment and items to different IDs. This is very close though, thank you very much and great work.
  17. I have few suggestions
    #1 - MultiTag allow:
    <nextID: 2>
    <nextID: 5>
    so item randomly turn into one of those specified item IDs
    #2 - % of successful rate: <nextID: 2, 25%>
  18. Along with the above suggestion... I'd recommend having a way to modify the original step count of an item so we can create a "preservation" item of sorts.

    For example, having a "Container" would modify the step count of item ID 1 by +200, so that it lasts longer before changing.
  19. @Mako could you explain your suggestion a little more? do you mean that a common event should be able to be triggered or a switch should be able to be activated instead of the item mutation?

    @Isabella Ava i like the idea of having random mutation along with a success rate. i will add these features to the planned updates.

    @Neo Soul Gamer i will look into this as well.
  20. I mean to trigger the mutation in other ways besides steps taken. A common even called would give the user the widest range of access to trigger that mutation.