[XP] Pickpocket

Started by ForeverZer0, May 02, 2011, 12:37:03 am

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ForeverZer0

May 02, 2011, 12:37:03 am Last Edit: May 05, 2011, 12:32:37 am by ForeverZer0
Pickpocket
Authors: ForeverZer0
Version: 1.5
Type: NPC Pickpocket System
Key Term: Player / Party / Troop Add-on



Introduction

Anybody who played the PSX game Star Ocean will know exactly what this is. It is basically a system that will allow you to pickpocket NPCs to receive various items, weapons, and armors if you have a certain accessory.


Features


  • Easy, quick configuration to setup each event, can be done in a single comment in an event's page

  • Variables log all successes, failures, and total attempts, which can be easily used in something else, such as a Affection System or Good/Evil System.




Screenshots

None.


Demo

Demo Link


Script

Click here for the script.
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Pickpocket Ability
# Author: ForeverZer0
# Date: 5.4.2011
# Version: 1.5
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Version History:
#   v.1.0 - Original Release
#   v.1.1 - Added configuration for Input
#   v.1.2 - More efficient and improved method of gathering pickpocket data
#         - No longer requires comment codes to be in brackets []
#           (Old configurations will still work, though)
#         - Configurable search codes
#         - No longer requires 'Pickpocket' comment for initialization
#         - Consolidated various class methods/variables
#         - Better looking pickpocket result window, and got rid of annoying bug
#           that would 'talk' to event when exiting result window
#         - Added config for font color of result item
#         - Improved coding/compatability
#   v.1.3 - Removed from Zer0 Add-On Collection
#         - Optimized code
#         - Added a TOTAL_ATTEMPTS_VARIABLE
#         - Added ability to use a single comment instead of three in a row
#   v.1.4 - Added switch to turn system ON/OFF
#         - Made the item requirement optional (Thanks, GrieverSoft)
#         - Improved the result window. Now draws icons.
#   v.1.5 - Reconfigured to allow for weapons to also add pickpocket ability
#         - Created configuration to allow for different equipment to give
#           bonuses to the odds of a successful steal
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
# Explanation:
#
#   - Anybody who played the PSX game Star Ocean will know exactly what this is.
#     It is basically a system that will allow you to pickpocket NPCs to recieve
#     various items, weapons, and armors if you have a certain accessory.
#
# Features:
#   
#   - Easy, quick configuration to setup each event
#   - Variables log all successes and failures for easy merging into an
#     Affection System, Good & Evil System, etc.
#
# Instructions:
#
#   - Setup the few configurations below.   
#   - This script uses comments in the event's pages. Here's how to configure:
#     
#     ** In a single comment or consecutive single line comments *
#
#       Chance = X     - where X is equal to the percentage of
#                        a successful pickpocket. (0 - 100)
#   
#       Type = Y       - where Y is the type of item that will be recieved (0-2)
#                         0 = Item
#                         1 = Weapon
#                         2 = Armor
#     
#       ItemID = Z     - where Z is equal to the database ID of the item, weapon,
#                        or armor (based off of the third comment).
#
#   That's it for setting up events. There are a few more configurations below.
#   For a player to use the ability, they have to have the "Bandit's Gloves"
#   equipped, or whatever you want to call it (see below), and press the Z button
#   (configurable) while touching an event and a pickpocket attempt will be made.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                           BEGIN CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

module Pickpocket
 
  #-----------------------------------------------------------------------------
  # The following two methods define equipment that can offer the ability to
  # pickpocket (if ITEM_REQUIRE), and the bonus that different equipment can
  # give. In each respective method for armors and weapons, any ID that has
  # a return value for it will be an item that unlocks the pickpocket ability
  # if equipped. The returned value will define the bonus percentage that the
  # item gives to the overall odds of success.
  #
  # EXAMPLE:
  #
  #         when 34 then 10
  #
  #   This does two things: Lets the weapon/armor with ID:34 provide the ability
  #   to steal if equipped, and adds a 10% bonus to the success rate.
  #-----------------------------------------------------------------------------
 
  def self.armors(armor_id)
    return case armor_id
    # when ARMOR_ID then PERCENT_ADDED
    when 33 then 0  # Bandit's Glove
    when 34 then 10 # Thief's Glove
    when 35 then 25 # Magician's Hand
    end
  end
 
  def self.weapons(weapon_id)
    return case weapon_id
    # when WEAPON_ID then PERCENT_ADDED
    when 32 then 0
    end
  end
 
  # Define any bonuses that are given for having a specific actor in the party.
  def self.actor_bonus(actor_id)
    return case actor_id
    # when ACTOR_ID then PERCENT_ADDED
    when 1 then 3
    else
      0 # Default case. Do not edit.
    end
  end
 
  PICKPOCKET_SWITCH = 20
  # ID of the switch that will turn the system ON/OFF.
 
  SUCCESS_SE = ['055-Right01', 80, 100]
  # SE played when attempt is successful [FILENAME, VOLUME, PITCH]
  FAIL_SE    = ['057-Wrong01', 80, 100]
  # SE played when attempt fails [FILENAME, VOLUME, PITCH]
 
  SUCCESS_VARIABLE = 1
  # In-game variable that will be equal to total successful pickpockets
  FAILURE_VARIABLE = 2
  # In-game variable that will be equal to total unsuccessful pickpockets
  TOTAL_ATTEMPTS_VARIABLE = 3
  # Variable that will be equal to total attempts, successful or not.
 
  ITEM_REQUIRE = true
  # Set to true/false. Determines if an item is required to use the ability.
 
  STEAL_BUTTON = Input::Z
  # This will be the button that is used to pickpocket events, mind you this the
  # the game button, not just the button on your keyboard.
 
  CHANCE_STRING = 'Chance = '
  TYPE_STRING = 'Type = '
  ITEM_ID_STRING = 'ItemId = '
  # These are the strings that the system searches for in event's comments. If
  # you would like something different, change them. It will match the number
  # that immediately follows them.
 
  RESULT_FONT_COLOR = Color.new(128, 255, 128)
  # This will be the font color that the item is written in when the result
  # of a successful pickpocket is displayed on-screen. (Red, Green, Blue)
 
  USE_MODIFIER = false
  # If true, will apply a formula using the party's dexterity to get a
  # small bonus to the chance of success. (below)
 
#-------------------------------------------------------------------------------
# * Modifier Formula
#
#   (TOTAL_PARTY_DEX รท PARTY_SIZE) = X

#   (Square Root of X) * 0.66 = MODIFIER
#
#   The modifier is added to the chance. It's not much, but at higher levels,
#   it can add a different dynamic to pickpocketing. In a quick test using the
#   default curves, it's about a 5 point bonus at level 1, and with the same
#   actors all at level 99, it is about a 16 point bonus. Even with the entire
#   party all having 999 dexterity, the bonus will not exceed 21 points, which
#   I feel is an appropriate curve. Check out the method and fiddle around
#   with the '0.66' if you want to alter it. Just bust out a calculator and plug
#   the formula in real quick to see what values your getting.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                         END CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
end

#===============================================================================
# ** Game_Map
#===============================================================================

class Game_Map
 
  attr_reader   :steal_data   # Array of pickpocket events, remade for each map
  attr_accessor :attempted    # Logs all attempted steals for each map
 
  alias zer0_pickpocket_init initialize
  def initialize
    @steal_data, @attempted = [], {}
    zer0_pickpocket_init
  end
 
  alias zer0_pickpocket_map setup
  def setup(map_id)
   unless @attempted.has_key?(map_id)
     @attempted[map_id] = []
   end
   zer0_pickpocket_map(map_id)
   refresh_pickpocket
end
 
  def comment_code(string)
    # Returns array of event IDs with matching number after 'string'
    array = []
    @map.events.each_key {|key|
      event = @map.events[key]
        event.pages.reverse.each {|page|
          page.list.each_index {|i|
            if [108, 408].include?(page.list[i].code) &&
              page.list[i].parameters[0] =~ /#{string}([0-9]+)/
              array.push([event.id, $1.to_i])
            end
        }}}
    return array
  end
 
  def refresh_pickpocket
    @steal_data.clear
    chance = comment_code(Pickpocket::CHANCE_STRING)
    type = comment_code(Pickpocket::TYPE_STRING)
    item_id = comment_code(Pickpocket::ITEM_ID_STRING)
    chance.each_index {|i|
      id, ch, ty, it = chance[i][0], chance[i][1], type[i][1], item_id[i][1]
      @steal_data.push([id, ch, ty, it])
    }
  end
end

#===============================================================================
# ** Game_Player
#===============================================================================

class Game_Player
 
  alias zer0_pickpocket_map update
  def update
    zer0_pickpocket_map
    if Input.trigger?(Pickpocket::STEAL_BUTTON) && $game_party.can_pickpocket?
      # Get coordinates/direction in relation to event
      dir_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
      dir_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
      $game_map.steal_data.each_index {|i|
        id = $game_map.steal_data[i][0]
        if $game_map.events[id].x == dir_x && $game_map.events[id].y == dir_y
          return if $game_map.attempted[$game_map.map_id].include?(id)
          pickpocket(i)
          $game_map.attempted[$game_map.map_id].push(id)
        end
      }
    end
  end
 
  def pickpocket(index)
    # Get a random number between 0 - 100
    r = rand(101)
    # Initialize modifier (remains at 0 unless USE_MODIFIER is true)
    modifier = $game_party.equipment_mod
    if Pickpocket::USE_MODIFIER
      $game_party.actors.each_index {|i|
        modifier += $game_party.actors[i].base_dex
      }
      modifier = (modifier / $game_party.actors.size)
      modifier = (Math.sqrt(modifier)) * 0.66
    end
    # Gather the event's pickpocket data from the steal_data list
    chance = ($game_map.steal_data[index][1] + modifier.round)
    item_type = $game_map.steal_data[index][2]
    item_id = $game_map.steal_data[index][3]
    # If the random number is less than the chance, SUCCESS!
    if chance >= r
      $game_system.se_play(RPG::AudioFile.new(*Pickpocket::SUCCESS_SE))
      case item_type
      when 0
        $game_party.gain_item(item_id, 1)
        item = $data_items[item_id]
      when 1
        $game_party.gain_weapon(item_id, 1)
        item = $data_weapons[item_id]
      when 2
        $game_party.gain_armor(item_id, 1)
        item = $data_armors[item_id]
      end
      $game_variables[Pickpocket::SUCCESS_VARIABLE] += 1
      # Set the result of the pickpocket to the screen
      $scene.pickpocket_result(item) if $scene.is_a?(Scene_Map)
    else
      $game_system.se_play(RPG::AudioFile.new(*Pickpocket::FAIL_SE))
      $game_variables[Pickpocket::FAILURE_VARIABLE] += 1
    end
    $game_variables[Pickpocket::TOTAL_ATTEMPTS_VARIABLE] += 1
  end
end

#===============================================================================
# ** Game_Party
#===============================================================================

class Game_Party
 
  alias pickpocket_init initialize
  def initialize
    pickpocket_init
    # Store pickpocket weapons and armors to prevent checking later
    @pickpocket_weapons = (1..$data_weapons.size).find_all {|i|
      Pickpocket.weapons(i) != nil }
    @pickpocket_armors = (1..$data_armors.size).find_all {|i|
      Pickpocket.armors(i) != nil }
    @mods = []
  end
   
  def can_pickpocket?
    # Check switch
    return false unless $game_switches[Pickpocket::PICKPOCKET_SWITCH]
    # Return false if message window is showing
    return false if $game_temp.message_window_showing
    # Check equipment if required
    if Pickpocket::ITEM_REQUIRE
      @mods = []
      weapons = @pickpocket_weapons.find_all {|id| party_weapons.include?(id) }
      armors = @pickpocket_armors.find_all {|id| party_armors.include?(id) }
      # Add modifiers of found equipment.
      @mods += weapons.collect {|weapon_id| Pickpocket.weapons(weapon_id) }
      @mods += armors.collect {|armor_id| Pickpocket.armors(armor_id) }
      return @mods != []
    end
    return true
  end
   
  def party_weapons
    # Returns array of the party's weapon IDs
    return @actors.collect {|actor| actor.weapon_id }
  end
 
  def party_armors
    # Returns array of party's armor IDs
    armors = []
    $game_party.actors.each {|actor|
      armors.push(actor.armor1_id)
      armors.push(actor.armor2_id)
      armors.push(actor.armor3_id)
      armors.push(actor.armor4_id)
    }
    return armors
  end
 
  def equipment_mod
    actor_bonus = @actors.collect {|actor| Pickpocket.actor_bonus(actor.id) }
    bonus = 0
    actor_bonus.each {|percent| bonus += percent }
    # Returns the highest percentage-adding value of all current equipment.
    return @mods != [] ? (@mods.sort[-1] + bonus) : bonus
  end
end

#===============================================================================
# ** Window_Pickpocket
#===============================================================================

class Window_Pickpocket < Window_Base
 
  def initialize(item)
    # Initialize window through parent class.
    super(176, 192, 224, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.draw_text(0, 0, self.contents.width, 32, 'Received a', 1)
    self.contents.font.color = Pickpocket::RESULT_FONT_COLOR
    # Calculate coordinates to draw name and icon.
    icon = RPG::Cache.icon(item.icon_name)
    w = 32 + self.contents.text_size(item.name + '!').width
    x = (self.contents.width - w) / 2
    self.contents.blt(x + 4, 32, icon, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 32, 32, w, 32, item.name + '!')
  end
end

#===============================================================================
# ** Scene_Map
#===============================================================================

class Scene_Map
 
  def pickpocket_result(item)
    # Displays the result on screen in a message.
    window = Window_Pickpocket.new(item)
    loop {
      [Graphics,Input, @spriteset].each {|obj| obj.update }
      break if Input.trigger?(Input::C) || $scene != self
    }
    window.dispose
  end
end



Instructions

Place script above "Main" and below the default scripts.
Instructions on how to set up an event are in the script.


Compatibility

No known compatibility issues.


Credits and Thanks


  • ForeverZer0, for the script




Author's Notes

Please report any bugs or issues you encounter. Enjoy!
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Jragyn

It says no compatibility issues... but would this work with trying to set it up to steal from an enemy in Blizz-ABS?

I suppose I could just try, but I figured you may already have the answer :3
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

ForeverZer0

I haven't tested it, but I highly doubt there will be issues with BABS. It simply looks for matching strings in events' comments, so unless your game doesn't use events, it should still work.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

LiTTleDRAgo

is this same thing from your addon collection?

ForeverZer0

Yes, with some minor touch-ups and slightly improved code.

I suggest you read the new posts there. Short story is I'm dismantling the collection.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

GrieverSoft

May 04, 2011, 05:58:19 pm #5 Last Edit: May 04, 2011, 06:07:02 pm by GrieverSoft
Does it have to be an accessory?  Is there any way it doesn't have to be an accessory?  Like a switch instead?

Edit:

I meant, is there any quick fix I can apply to make it not require an accessory?
I like pie.  The pie is also evil.

ForeverZer0

May 04, 2011, 06:43:54 pm #6 Last Edit: May 04, 2011, 07:58:20 pm by ForeverZer0
Hold on a few minutes, I'll update with that ability. Thanks for the suggestion.

EDIT:

Updated the script to 1.4 and updated demo.


  • Added a configuration to use a game switch to turn system ON/OFF

  • The item requirement to use the ability is now optional

  • Improved the result window. It now draws the icon as well.

I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Jragyn

Is there a way to simply have a different piece of equipment be more effective than another?
ie: Magician's Hand just had a better steal-rate than the Bandit's Glove did.
numerically: Bandit Glove = 75% -- Magician's Hand = 90%
Bleh.

Zer0, you played Star Ocean, you get it. XD
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

GrieverSoft

Dude!  What happened to having a lot on your plate, lol!

Anyway, if that was a quick fix on your part, I'll suggest more:

Being able to change the success rate for each character with a script call?
I like pie.  The pie is also evil.

ForeverZer0

May 05, 2011, 12:12:24 am #9 Last Edit: May 05, 2011, 12:34:32 am by ForeverZer0
These are minor edits, not re-writes, so I can find the time to get them in real quick.
It only takes about 30 minutes (including testing) to alter this script around. Although it may seem complicated, the actual process that the script goes through to do it is rather simple.

I just about got the edit for being able to define percentage bonuses for equipment done. I threw in being able to define weapons for it as well, since the extra code to do it is rather small, and the base system is already in place to handle it.

Give me about 5-10 more minutes before the updated links are up. I have to add some comments, instructions, and other trivial stuff like that before I post it.


EDIT:
Okay, updated the script and demo to v.1.5
Have the above mentioned changes, plus I threw in the actor bonus ability real quick just for you GrieverSoft. ;)

Thanks everyone for the good suggestions!
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

GrieverSoft

I like pie.  The pie is also evil.