Random Item Prefixes & Suffixes

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Started by DreamX 228 posts Page 4 of 12 View original ↗
  1. @DreamX, you are the Man! Thanks a lot for putting in the ranges. Much respects. The ranges add a much more efficient method of assigning the bonuses. However, IMO, since the specifics are in there, I would leave it in their just for the sake of it. It won't do any harm to keep it in. It would be handy when say you use: <1-10, 33> By the way, I am going to be promoting your script with my own FB community on my LOE FB page. It's mostly Might and Magic fans on there, but I have a few rpg maker fans on there as well who have been following my MM-like project which is made with Rpg Maker. You have done a really good job on this script, and it deserves much credit. Keep up the good work!
  2. erthia said:
    @DreamX, you are the Man! Thanks a lot for putting in the ranges. Much respects. The ranges add a much more efficient method of assigning the bonuses. However, IMO, since the specifics are in there, I would leave it in their just for the sake of it. It won't do any harm to keep it in. It would be handy when say you use: <1-10, 33> By the way, I am going to be promoting your script with my own FB community on my LOE FB page. It's mostly Might and Magic fans on there, but I have a few rpg maker fans on there as well who have been following my MM-like project which is made with Rpg Maker. You have done a really good job on this script, and it deserves much credit. Keep up the good work!

    I was actually speaking of getting rid of the <prefixAffixParameters:x> notetag, since they can be done with custom effect scripts.


    The ranges will definitely stay.


    Thank you very much. I am glad that this script is of use for your project.
  3. My bad, I getcha now. I would definitely keep it in IMO. It would be essential for those who don't want to use the other scripts.
  4. 1.19 - Added parameter for added price for prefix/affix items with random bonus stats.
     * Use <prefixAffixName:x> with x as the name to override the database name
     * for this item when making the new item. This means you can name the
     * database item in a way convenient for you, but have the name display
     * differently in-game, as whatever you put in the notetag.
  5. DreamX said:
    1.19 - Added parameter for added price for prefix/affix items with random bonus stats.
     * Use <prefixAffixName:x> with x as the name to override the database name
     * for this item when making the new item. This means you can name the
     * database item in a way convenient for you, but have the name display
     * differently in-game, as whatever you put in the notetag.



    Keep going, man! This script is just getting better and better. IMO, this is the most important script for my MV project. It took me so much time to do this with VX and ACE. As I don't have the patience to learn Java, this really does drastically help for my project.
  6. So after updating to the latest version my game no longer makes items with Prefixes... all the Suffixes still work properly.  o_O


    Any ideas as to why, and the ONLY thing that has changed is this plugins version.


    I added a console.log command in the section for combining the names for the items and it logs everything pertaining to Suffixes, but its like it just skips all prefixes for some reason.


    PrefixAffix.png


    EDIT:


    OK, so after some messing around it is something to do with the way ranges are handled. I can do 1-99 Prefixes and it works, but if I try 1-100 it suddenly stops making Prefixes on items. I did manage to find a fix for it by making the Prefix tag like this: <Prefix: 1-99, 100-104> which covers all of my prefixes. This just seems like an odd bug to not accept ranges greater than 100 at a time, but its just a minor inconvenience.
  7. Ahuramazda said:
    So after updating to the latest version my game no longer makes items with Prefixes... all the Suffixes still work properly.  o_O


    Any ideas as to why, and the ONLY thing that has changed is this plugins version.


    I added a console.log command in the section for combining the names for the items and it logs everything pertaining to Suffixes, but its like it just skips all prefixes for some reason.


    View attachment 36328


    EDIT:


    OK, so after some messing around it is something to do with the way ranges are handled. I can do 1-99 Prefixes and it works, but if I try 1-100 it suddenly stops making Prefixes on items. I did manage to find a fix for it by making the Prefix tag like this: <Prefix: 1-99, 100-104> which covers all of my prefixes. This just seems like an odd bug to not accept ranges greater than 100 at a time, but its just a minor inconvenience.

    I'm not able to reproduce this error. Can you give me the exact notetag you were using that prevented prefixes? I've been testing just now notetags like <prefix: 1-104, 101> without any issue I can see.


    Also, for anyone who was interested in shops selling randomly generated items like @Richard John S @forteller, you can use http://himeworks.com/2016/04/shop-manager-mv/


    and this plugin will have base items turned into randomly generated items when the shop is first setup or when it is reset. Place this plugin under Hime's.
  8. <Upgrade Slots: 2>


    <Slot Variance: 1>


    <prefix:2-104>


    <affix:106-156>


    this is an exact copy of the entire note tag, including the 2 parts for Yanfly's item slots that wasn't working.


    I changed it to this and its working perfectly, so I really don't understand how or why it was bugging out :/


    <Upgrade Slots: 2>


    <Slot Variance: 1>


    <prefix:2-99, 100-104>


    <affix:106-156>
  9. Sweet, you and Hime rock! I just tested it out using the shop, and all is working great. Would it be possible to add a global true or false option so when you buy the object from the store it automatically gets removed from the shop. This would be great for putting limits on very powerful pieces of equipment. Thanks again @DreamX and good work!
  10. Richard John S said:
    Sweet, you and Hime rock! I just tested it out using the shop, and all is working great. Would it be possible to add a global true or false option so when you buy the object from the store it automatically gets removed from the shop. This would be great for putting limits on very powerful pieces of equipment. Thanks again @DreamX and good work!

    I believe @Tsukihime wrote a shop stock plugin which you can see here but I don't think it's released yet.
  11. Richard John S said:
    Sweet, you and Hime rock! I just tested it out using the shop, and all is working great. Would it be possible to add a global true or false option so when you buy the object from the store it automatically gets removed from the shop. This would be great for putting limits on very powerful pieces of equipment. Thanks again @DreamX and good work!


    The shop stock functionality is there...I'm just not sure about how it looks. I designed it to demonstrate the stock functionality, but you might need someone to design a better shop scene if it is unsuitable.

    Otherwise I could release it as is.
  12. Thanks for the information @DreamX. I just checked out the video.


    @Tsukihime I'm just looking for the basics where when you buy an item it is removed from the shop permanently, and then when you refresh the shop it is populated with new random equipment, similar to the Might and Magic series. I was thinking of setting up a custom time system using variables and at the beginning of the month all the shops refresh with new randomized goods.
  13. Ahuramazda said:
    <Upgrade Slots: 2>


    <Slot Variance: 1>


    <prefix:2-104>


    <affix:106-156>


    this is an exact copy of the entire note tag, including the 2 parts for Yanfly's item slots that wasn't working.


    I changed it to this and its working perfectly, so I really don't understand how or why it was bugging out :/


    <Upgrade Slots: 2>


    <Slot Variance: 1>


    <prefix:2-99, 100-104>


    <affix:106-156>

    Thanks. I believe the latest version fixes this problem.


    Edit:


    I'm planning a big update for this plugin. The version previous to this big update will be left available for anyone who prefers it.


    Here are the planned big updates:


    -Requiring Yanfly Item Core. I really like how Item Core handles independent items. There are bugs to using my plugin that can averted by just requiring Item Core and independent items. I'm also well versed enough that if there are things in Item Core that people may dislike, I can probably make an extension to edit it. I can't think of many non-optional things that Item Core that people would dislike, though.


    -Changing "affix" to "suffix" in terms of notetags. This is something I should have done right the first time, but because the original request that this plugin was based off of called suffixes "affixes" I did it that way. In this plugin the affixes are really just suffixes, so I'd like to change the notetags for better clarity.


    I realize that some of you may have already made a lot of base items using the affix notetags, so I would like to ask which would be preferred:
    A. Putting an option to have affix notetags converted to suffix notetags in-memory when the database is loaded upon game start.  
    B. Creating a separate executable tool that will go into the weapon/armor json files and change the notetags.
    C. Both of these.


    -Including randomization of regular items. For example, if you want a potion with special random properties.


    -Being able to specify for each base item where the prefix/suffix items are being drawn from. It is very conceivable that you could use the same prefix/suffix for both weapons and armors, since in the database the only difference of the options offered for them are weapon/armor type, equipment type and animation. Then, you wouldn't need to make doubles of the same kind of prefix/suffix.


    -Integration with Yanfly Item Synthesis, so you can create things like Deadly Sword of Fire if you wish.


    -Integration with Yanfly's upcoming Attachable Augments. Randomly generated items could come pre-packaged with augments.


    As always I am very open to suggestions.


    Tagging a few people so they can see this: @Fisherolol @Richard John S @watermark 
  14. @DreamXDang, I just made like over 100 properties today! No biggie! I was thinking the same thing actually about suffix. Myself, I don't mind the manual change of note tags. I also don't have any problems with Yanfly's item core. I'm using it already. For the Attachable Augments, I would prefer there to be a global option for on or off. For me personally, I wouldn't want to have the equipment come with attachable augments in them, but others may feel differently. Having the choice would be great.
  15. Richard John S said:
    @DreamXDang, I just made like over 100 properties today! No biggie! I was thinking the same thing actually about suffix. Myself, I don't mind the manual change of note tags. I also don't have any problems with Yanfly's item core. I'm using it already. For the Attachable Augments, I would prefer there to be a global option for on or off. For me personally, I wouldn't want to have the equipment come with attachable augments in them, but others may feel differently. Having the choice would be great.

    Thanks for the input! Ah, augments would definitely be optional, you would just use notetags if you wanted them.
  16. All sounds good to me!
  17. Sorry for the double post. One thing, I was thinking actually. Would it be possible to add state percentage ranges to the bonuses? Kinda like the same way the main parameters work. A tag that will randomly set values for like 20-40% poison chance etc.  EX. STAT: ID, percent min to percent max. I did this with my VX and ACE treasure script to give some more randomness including the gold drop rate.
  18. The difference between affix and suffix is if the suffix word is before or after the equipment name.


    How the name placement is going to work then?
  19. Fisherolol said:
    The difference between affix and suffix is if the suffix word is before or after the equipment name.


    How the name placement is going to work then?

    Suffix names are added after the base name.


    Ex.


    Base Item: Sword


    Prefix Item: Refined


    Suffix Item: of Ice


    = Refined Sword of Ice
  20. Just got a chance to test that updated version and its working perfectly now with ranges over 100 :D


    Thank you for taking the time to fix it and hope to see what else can come of this plugin!