How do I go about using this in battle?
Do I use it as a state that I put on myself or the enemies?
Party effect: Double gold and drops
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My guess is that the RPG Maker designers had a couple situations in mind.
1. A Merchant or Thief class who isn't very good at fighting and doesn't have very many good skills could have this Trait on them to make up for it. The rest of the party would benefit by being able to afford better equipment and Items.
2. Maybe these classes don't get this Trait by default but do get Skills that can be used to activate it so that MP can be sacrificed to make more gold and Items.
3. Certain bonus dungeons could apply this trait on the actors when they enter and remove it when they leave. These dungeons could act as a way to grind for money at certain stages in the game.
There's certainly other things you can do with it but these are probably the most straight forward. -
class trait like thief.
accessory trait while equipped.
random generation dungeon trait when you enter. -
Yes, but how do you get it to work in a game? I've tried putting it in the game but has no effect. Gold and loot still the same.
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its working fine for me.
50g is becoming 100g. 1/2 drop rate is becoming 1/1
if your using it as a state you have to make sure it doesnt get removed at battle end -
How have you tried to implement this?Yes, but how do you get it to work in a game? I've tried putting it in the game but has no effect. Gold and loot still the same.
But at a guess from your original post, you had it added with a state during combat but set those states to end with combat - that won't work.
The trait needs to be effective on the party when the combat has ended - on the combat aftermath screen, not during combat and not after combat. Because the gold is determined at that point.
So best solution is to have it active before combat begins (on the map) -
accessory trait while equipped
I forgot about this one. Good catch. -
I've got a quick question about this too.
If you do add it as a state and you need to keep it on as a state at the end of the battle, how do you make it so the user has to reenable the state in the next battle to get the same effect? Do you just remove the state after the battle through an event? -
remove condition 1 step
if you have yanfly's utility common events plugin that works to -
remove condition 1 step
if you have yanfly's utility common events plugin that works to
That is awesome thank you. I can't believe that feature's been there all this time and I've only noticed it now! Wow....