Burning Orca Shops

● ARCHIVED · READ-ONLY
Started by BurningOrca 200 posts Page 10 of 10 View original ↗
  1. @SifDoge variable.value == 61 checks the number is equal to 37,
    if it's the "item ID", that wont work.

    @DorFenn
    you check if it is NOT in the array and make it true, if you want it to be
    visible when inside the array, you need to remove the " ! " in !array.contains
    to array.contains to make it true, else false.

    But I also agree with SifDoge about using a switch to be ON to make it
    available as it is easier to control what you add and when/where :)
  2. Hey Sif! Good night.

    Well, in the end I ended up solving it as follows:

    Since I haven't the foggiest idea if just calling "$gameVariables.value(37) == 61" was going to return True or False, I decided to add the "includes" as a conditional, since the same variable 37 is going to be housed within 6 different variables, I preferred to do it that way, so I only make sure I have 6 objects in the store (Something like a Rogue like!)

    Shop_Cond_A.PNG

    Then, at the beginning of each map, the "Reset Shop" event is executed, where it attributes the objects to be sold in the shop in 6 variables.Once they have been chosen, variable 37 "adopts" them and the selection is finished.
    So when the store is executed, it will only receive those values.


    Shop_Cond_B.PNG

    Is it unorthodox? Totally, but at least I can say "Hey! the miniscript I was doing for 6 hours helped something"

    Haha, good night and thanks for the help, I will implement it in the future ;)

    Edit:
    Hello Shadow Dragon! Yes, I corrected it at the time of posting it, but I forgot to upload the correction in an edit.
    Thanks for commenting :D
  3. Oh I've answered the wrong post. Sorry ignore this:
    SifDoge said:
    why not just use switch condition, something like this
    View attachment 271645
    edited: this for variable

    View attachment 271646
    As far as I can see from your script in the spoilers section, your variable 37 stores an array of arrays and not a simple number. I assume this was due to the old system that you've tried to replace with my plugin.
    This is why the condition "$gameVariables.value(37)==61" is never true.
    Array is unequal to number.

    You should change the variable first into an array of just numbers, so just use your temp variable and then change the condition in the plugin parameters to "$gameVariables.value(37).contains(61)" and see if that works.

    Also just a question:
    I assume you want a randomized shop selling exactly the chosen armors stores in the variable. If that is correct than I have to unfortunately tell you, that my plugin won't work for this at least not
    with a lot of effort put into the parameters. You would have to create one plugin parameter per armor from 61 to 83, because the above screen shot will put Item 24 into the shop if the variable
    contains armor 61.
  4. Hello! I'd like to report an issue I'm running into with BO_CustomShops v2.5. Dunno if it has been addressed already.
    I'm on version 1.6.2 of RPG Maker MV, and I'm not using any other plugins that interact with shops.
    I tried setting up a very simple shop, the text code for the whole shop is the following:
    {"Name":"test","ShopType":"SellAndBuy","Items":"[\"{\\\"Item\\\":\\\"22\\\",\\\"UseCustomPrice\\\":\\\"false\\\",\\\"Price\\\":\\\"0\\\",\\\"StockQuantityType\\\":\\\"Amount\\\",\\\"StockQuantity\\\":\\\"1\\\",\\\"AvailabilityCond\\\":\\\"true\\\"}\",\"{\\\"Item\\\":\\\"23\\\",\\\"UseCustomPrice\\\":\\\"false\\\",\\\"Price\\\":\\\"0\\\",\\\"StockQuantityType\\\":\\\"Amount\\\",\\\"StockQuantity\\\":\\\"1\\\",\\\"AvailabilityCond\\\":\\\"true\\\"}\"]","Weapons":"[]","Armor":"[]","Switches":"[]","itemSellingPrices":"[]","weaponSellingPrices":"[]","armorSellingPrices":"[]","sellableItems":"[]","sellableWeapons":"[]","sellableArmors":"[]","nonSellableItems":"[]","nonSellableWeapons":"[]","nonSellableArmors":"[]","StockRefillOption":"Never","StockRefillSeconds":"7200","RefillStockCond":"false","Discounts":"[]"}
    I didn't touch much, it's supposed to be a very simple shop named "test" that sells 1 of item 22 and 1 of item 23.
    I created a test event that only has the plugin command to call the "test" shop:
    OpenShop <test>
    However, when I activate the event, this message shows up.
    Error message
    error.png
    I have no idea what any of this means and I don't know what I might've gotten wrong. I appreciate any and all help!
  5. @Mozumin to open the shop, you just had to do: OpenShop test
    without "<" and ">" as most time, this is just a reference for the variable to use.

    some use <name> <id> <stock> so those are 3 variables to use for plugin commands.
    if memory reserve, it should say so in the helpfile how to call it.
  6. ShadowDragon said:
    @Mozumin to open the shop, you just had to do: OpenShop test
    with "<" and ">" as most time, this is just a reference for the variable to use.

    some use <name> <id> <stock> so those are 3 variables to use for plugin commands.
    if memory reserve, it should say so in the helpfile how to call it.
    Oh, pfft, that explains it. I feel dumb. :kaocry:Thanks tho!
  7. Just found this plugin and wanted to say thank you :wub
    It's exactly what I need.
  8. Hello! Your plugin is absolutely fantastic! It’s incredibly well done.
    I just wanted to ask if it’s possible to remove the shop name displayed on the Window Help?
  9. ahjhj said:
    Hello! Your plugin is absolutely fantastic! It’s incredibly well done.
    I just wanted to ask if it’s possible to remove the shop name displayed on the Window Help?
    Thank you so much for your feedback!
    I really don't want to do that generally for all users of the plugin, but it might already help you to open the plugin in a text editor and search for
    Game_Shop.prototype.GetHelpDisplayString = function() and replace everything between the curly braces with just return "";.
    Alternatively you can remove every piece of code that includes 'GetHelpDisplayString'.
  10. BurningOrca said:
    Thank you so much for your feedback!
    I really don't want to do that generally for all users of the plugin, but it might already help you to open the plugin in a text editor and search for
    Game_Shop.prototype.GetHelpDisplayString = function() and replace everything between the curly braces with just return "";.
    Alternatively you can remove every piece of code that includes 'GetHelpDisplayString'.
    Thank you for your quick response! It's working perfectly now.
  11. I’m trying to use this plugin because it has exactly what I need: a shop that contains an item which is single purchase. The thing is I’m making changes to an older RMMV game and I’m not sure if that is messing with the compatibility because I cannot get the shop to open. I read the file and tried using the normal and XL versions but the call through the Plugin Command just gets entirely skipped, not even an error is thrown.

    I’m using the RMMV from steam and it is as up to date as I’ve seen. Is there anything more I can do?
  12. PixelPastiche said:
    I’m trying to use this plugin because it has exactly what I need: a shop that contains an item which is single purchase. The thing is I’m making changes to an older RMMV game and I’m not sure if that is messing with the compatibility because I cannot get the shop to open. I read the file and tried using the normal and XL versions but the call through the Plugin Command just gets entirely skipped, not even an error is thrown.

    I’m using the RMMV from steam and it is as up to date as I’ve seen. Is there anything more I can do?
    is your RPG MV version equal as your core version and not different?

    if it's different, than it may not work as they should be equal (maker and core file of your project).

    if it still persist after that, I try to help you.
  13. ShadowDragon said:
    is your RPG MV version equal as your core version and not different?

    if it's different, than it may not work as they should be equal (maker and core file of your project).

    if it still persist after that, I try to help you.
    That has me a little confused as I am new to RMMV. I see that the latest version of mv is 1.6.1, but the rpg_core.js file in my project says 1.6.2, and the file for the addon says that it should be compatible for anything above 1.5.0 or higher.

    How could I go about making sure that my version and the core are the same?
  14. PixelPastiche said:
    That has me a little confused as I am new to RMMV. I see that the latest version of mv is 1.6.1, but the rpg_core.js file in my project says 1.6.2, and the file for the addon says that it should be compatible for anything above 1.5.0 or higher.

    How could I go about making sure that my version and the core are the same?

    if your core is 1.6.1 and maker 1.6.2 it should be fine there, as there isn't much changed besides the number.
    so your good at that aspect.

    to see why it skips, check plugin database => make sure the pluginName is exactly given and unchanged.
    changing the plugin name ignore any code or plugin commands/scriptcalls to errors if names are incorrect
    that is targetted to parameters.

    if name is equal, show database, event page setup so we can narrow down the issue.
  15. Sorry for taking so long to reply, Work gets in the way.

    So I haven’t changed the name of the plugin
    Screenshot 2025-12-18 at 19.13.53.png

    I made a basic show and changed none of the parameters outside of giving it a name and adding one item for saleScreenshot 2025-12-18 at 19.17.20.png

    Then I made a plain event with an actor and did the plugin command as I thought it should be.
    Screenshot 2025-12-18 at 19.21.01.png
  16. PixelPastiche said:
    Sorry for taking so long to reply, Work gets in the way.
    its okay, but the plugin latest version is 2.1 and you use 2.0.

    I don't know what changed between the 2, but it may be some bugs and probably one you use?
    download the latest, replace it, and refresh plugin to see "2.1" and retry.
  17. ShadowDragon said:
    its okay, but the plugin latest version is 2.1 and you use 2.0.

    I don't know what changed between the 2, but it may be some bugs and probably one you use?
    download the latest, replace it, and refresh plugin to see "2.1" and retry.

    Actually I have forgotten to update the text here. 2.1 still shows 2.0:
    1766651260152.png


    I have tried to download my own plugin again aswell as all the other plugins from the screenshot and tried to reproduce, but first was not able to find ChangeResolution and it seems I got some unofficial english translations of those japanese plugins and I changed nothing in their parameters. Maybe that is why I was not able to reproduce the issue yet. Sorry, that I cannot be of any help, yet!

    Edit:
    Is this also reproducible for you from a clean new game also with just my plugin and maybe CommunityBasic + MadeWithMv?
  18. Is there any way to give switches descriptions and icon (if you're using the yep core) with the plug-in ?
  19. Devil_Beam said:
    Is there any way to give switches descriptions and icon (if you're using the yep core) with the plug-in ?
    no, there is no way, but require coding for it.

    switches and variables doesn't have notetags, and has to be implemented.
  20. Devil_Beam said:
    Is there any way to give switches descriptions and icon (if you're using the yep core) with the plug-in ?
    I've updated the plugins now. Now it is possible. Just include \i[iconIndex], e.g. \i[24] in the switch name in the database or in the display text for switch within my plugin parameters and the icon should be displayed. Tested with and without YEP Core Engine & Shop Menu Core active.