I'm not sure how I'd go about setting this up or if I'd need a custom script for it. To clarify, what I'm looking to do is to have a shop where you buy items/equipment with special resource items as the currency(so for example item 001: secret gems) of varying amounts(ex. elixer: 1 gem, sword: 5 gems, and so on), ideally with them having some kind of listing rather than just the choices command. I've considered making the shop have the items displayed physically in tiles which might work ok, but isn't really what I'm looking for. Anyone have any ideas how to go about making such a thing? Thanks.
edit: Maybe one of the 'crafting' systems..?
Creating a shop that takes special resources(items) instead of gold.
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I think that could be evented kinda easily as a trade shop or trading post.
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Excellent, would you mind elaborating on how you'd go about eventing it?I think that could be evented kinda easily as a trade shop or trading post.
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This would be pretty easy to event.
Do a Show Choices to give the player the option to select what they want to buy. Optionally include in the choice text what the currency is and how many it will cost. In the WHEN block, use a Control Variables to count how many of that currency item the player has available. Then do a Conditional Branch to check if it's >= how many they need. If they have enough give them the new item, take away the correct number of the currency item, and process the sale. If they don't have enough, show a message.
Something like this:
Code:Control Variables [0001: Gems in Inventory] = [Gems] in Inventory (you can do it once, here, if everything uses the same "currency")Show Text: What would you like to trade today?Show Choices: Elixir (1 Gem), Sword (5 Gems)[When Elixir] Conditional Branch: Variable [0001: Gems in Inventory] >= 1 Change Items: Gems -= 1 Change Items: Elixir += 1 Play SE: Shop Show Text: Here you go. Come back again. Else Show Text: Sorry, you don't have enough gems for that. Branch End[When Sword] Conditional Branch: Variable [0001: Gems in Inventory] >= 5 Change Items: Gems -= 5 Change Weapons: Sword += 1 Play SE: Shop Show Text: Here you go. Come back again. Else Show Text: Sorry, you don't have enough gems for that. Branch EndBranch End -
Thanks for the input; that just feels a little old school to me though; the player wouldn't even know what they're buying.This would be pretty easy to event.
Do a Show Choices to give the player the option to select what they want to buy. Optionally include in the choice text what the currency is and how many it will cost. In the WHEN block, use a Control Variables to count how many of that currency item the player has available. Then do a Conditional Branch to check if it's >= how many they need. If they have enough give them the new item, take away the correct number of the currency item, and process the sale. If they don't have enough, show a message.
Something like this:
Control Variables [0001: Gems in Inventory] = [Gems] in Inventory (you can do it once, here, if everything uses the same "currency")Show Text: What would you like to trade today?Show Choices: Elixir (1 Gem), Sword (5 Gems)[When Elixir] Conditional Branch: Variable [0001: Gems in Inventory] >= 1 Change Items: Gems -= 1 Change Items: Elixir += 1 Play SE: Shop Show Text: Here you go. Come back again. Else Show Text: Sorry, you don't have enough gems for that. Branch End[When Sword] Conditional Branch: Variable [0001: Gems in Inventory] >= 5 Change Items: Gems -= 5 Change Weapons: Sword += 1 Play SE: Shop Show Text: Here you go. Come back again. Else Show Text: Sorry, you don't have enough gems for that. Branch EndBranch End
So far it looks like the tactics ogre psp crafting system might be a close approximation; just having a single material type being whatever resource, but it's a little heavy-handed for what I'm looking for, and would still have a gold count rather than whatever resource as a currency like I'd like. It didn't seem like something complicated to me, but it looks like I may need to get something custom scripted if I want to be picky about it. -
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That may just do it, thanks for the link.
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