The interesting thing about in-game variables is that we are led to believe they can only be set to a numerical value, but that isn't true. RPG Maker was born to fulfill the desire of creating an original RPG without programming knowledge. You won't have to touch anything else except the last two lines, where you'd need to put in the IDs of the in-game variables you've set aside. Script Call: DisableKoTCDynamicMusic () Interupts the current BGM if one is active, and prevents dynamic music from activating until enabled. It works the same way as the IDs, and can contain simply '1' to award only one item, or a range like '1.10' to award anywhere from 1 to 10 of the item in the chest. Script Call: EnableKoTCDynamicMusic () Interupts the current BGM if one is active, and if the map has a designated music list, begins to play music from it. The next variable handles the amount of the item the player will receive. Just to be safe, do not include IDs that do not exist.
There is no limit to the amount of IDs you can include. There is a whole slew of script calls you can call from your events. You can set specific IDs, separated by commas, or use ranges like '2.100' which would include every item ID from 2 through 100. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews.
The first variable contains an array of every item ID you want the chest to be able to contain.
Random_item_ids = random_item_amt = collect_ids = random_item_ids.collect_concat random_item_id = collect_ids.sample random_amt = collect_amt.sample $game_party.gain_item($data_items, random_amt) $game_variables = $data_items.name $game_variables = random_amt Now, allow me to explain what the code does.