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Home > Tutorials > RPG Maker 2003 > Random Drops

Random Drops


Just as a heads up, all my stuff is probably doable in RPGXP and VX, but since I'm usually making them in 2003, I put them in 2003.
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This is to have items in the game without making 16 million switches, and have some variety to them. It's also more acceptable, to simply erase event as you won't have repeats.

To start, you'll need about a common events. Call this Random Drop.

Variable RandomDrop, Random [0-100]
End Event

(Make several common events called Foraging 1, 2, 3, etc; Mining 1, 2, 3, etc; Fishing 1, 2, 3, etc. Put this at the top of all.)

You can also do this with chests but it's superhard to randomize unless you have urns or something (Sorta like Final Fantasy 12).

Make an event like a tuft of grass of something. Make a move event that looks like you're gathering it or maybe a battle event. Follow it with the common event (Foraging, Fishing, Mining), and finish with the erase event as before.

So all the Foraging, Mining, and Fishing events are like this:

CallEvent: Random Drop
If Random Drop is <75
Message: You found nothing.
(or no message)
End Event Processing
Else
If Random Drop is 76
You got (whatever)
Add (whatever)
End Event Processing
Else
(all the way up to 100)

Make multiple forage types for later areas, and you're done!




Details
Tutorial: Random Drops
Date Listed: Thu, 03 Feb 2011 17:34:38 -0500
Author: bulmabriefs144
Total Hits: 1521


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