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Yes, that's right! The chance range between the two methods is exactly the same. If I change it to a system where the field instead represents N / 1000, that means I can have drop chances between 100% and.drum roll please.0.1%. Time to do some testing!Īs expected, the maximum value is 1000 (which gives a drop chance of 0.1%). If I want the maximum drop chance to be 100%, this means I first need to figure out what the biggest possible value is that I can put into the drop chance field. The first one is pretty straightforward to address, at least conceptually, by changing the meaning of the number in the drop rate from 1/N to N/X. The second is wanting to be able to have enemies drop quantities of a piece of loot greater than 1. The first is that I want to be able to have drop probabilities work in such a way that I can have, say, 75% as a drop chance. Other versions may use other languages, which is something I won't be covering here. It uses Javascript for its coding language. Hopefully I do that clearly enough that you can follow along and get an idea of how to make your own plugins! Note: RPG Maker MV is the version I have and use.
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I decided I wanted to share this process, primarily my methodology and how I approach figuring out how to write a plugin. So I'll do just that: write a plugin to change how drop chances work and to enable drop quantities of more than one. So, like I said, I got to thinking about this, and that's when it hit me: I could easily write a plugin to solve these problems! Well, to easily solve two of these problems, anyway.changing the number of entries in the list is not so easy. This last one is notably annoying because it means I can't have drop chances between 100% and 50%. One, I can only have three items in the list two, I can only have an item quantity of one drop per thing and three, the drop probabilities are in the form 1/N (where N is a whole number). I personally find this to be entirely insufficient for three reasons.