QUOTE (Braska @ Jul 30 2010, 07:41 AM)

Ahh, that's perfect then. I never actually used the Erase Event command so I guess I just figured it was permanent. But this way makes it work almost exactly like the FF12 system. It also wouldn't be terribly difficult to put in a conditional branch that would take into account something like the Diamond Armlet, which gave increased chances for the item inside or changed it entirely.
Yeah, just put a conditional branch that essentially states
Conditional branch: [chest item booster] in Inventory (OR Conditional branch: if [actor] is [chest item booster] equipped
>Variable [your 1...100 variable] +=[number]
>[Original item get conditional branch]
>Erase Event
else
>[Original item get conditional branch]
>Erase Event.
Bam. By adding to the variable after it's rolled, you automatically increase the chance of getting a better item (if you're using a simple, higher=better system). The same can be done by subtracting if the user has the opposite sort of item.
On a slightly more complex note, you could make it so that the character's alignment (using an alignment system) alters the outcome of the item roll - by either adding, subtracting or changing the roll over to a completely different set of items entirely, depending on the alignment class of the actor/character when they open the chest.
On an even more complex note:
You could also create events that +1 or -1 your item rolling variable throughout the game (if all of your chests rely on a single variable, of course), increasing or decreasing the likelihood of getting a good/bad item (as in the DS game "Glory of Heracles", where taking items from cabinets in shops/ houses lowers your chance of getting the ultimate weapons/armors, even to the point of permanently removing the chance if you take ALL of the items in cabinets - it's to prevent you from stealing, but the items in the cabinets boost stats and such as well).
The exact same thing can be done with the variable that allows the chest appear in the first place. So, instead of giving your players less of a chance to get an item from the chest, you could give your players less of a chance to have the chest appear entirely. Or both.