I would like a multi-currency system that does this:
Multiple tiers of a type of currency, such as Gold>Silver>Bronze>Copper. What would happen is that 100 copper would turn into 1 bronze, 100 bronze would turn into 1 silver, and so on.
I would also like a shop system that will allow me to state prices, based on the amount of each tier of currency, in that I could have an item sell for 50 silver and 50 bronze.
While I don't absolutely need one, only for world building purposes and such, I'd appreciate any and all help in acquiring such scripts.
Currency and Shop System
● ARCHIVED · READ-ONLY
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BUNP.
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You know, I'd like a script like this too. I've looked at making it, but at the moment my scripting knowledge is proving too weak to pull it off, as I'm still learning. I'll keep trying, and if I come up with it, I'll let you know. Otherwise, will monitor this thread and see what other solutions people have come up with.
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*slightly dejected, but still hopeful BUMP*
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I am not sure if this is what you could be looking for, but this is what I have found.
http://www.rpgmakervxace.net/topic/2069-spikes-engine-monetary-system/?p=22133#entry22133 -
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I'll check them out.
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Has this script been made yet? Or is this still a pending request?
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Kind of. I still want what I want, and haven't really found any that really does what I need.
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How does 100 bronze turn into 1 silver?
Does this just happen automatically? -
Generally, no. It would be an acceptable break from reality. However, the currency I would use would be based on a currency used on a world in one of my stories, said currency being crystal rings that merge into slightly larger and more dense crystal rings, but when broken form exactly one hundred of the lesser currency.
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What's wrong with Spike's Engine - Monetary System that was posted by Judex. It sounds just like the script you asked for.
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Most games I've seen with this system (like say Realms of Arkania) do this automatically, as they assume the player pools the currency together. Though, there are also the old goldbox D and D games where it didn't pool them plus all coins had weight, so sometimes you had to drop the 15,000 Bronze you had been carrying just for that reason.How does 100 bronze turn into 1 silver?
Does this just happen automatically? -
I'm using the Ace Save Engine script for my game, and one of the known bugs is incompatibility.What's wrong with Spike's Engine - Monetary System that was posted by Judex. It sounds just like the script you asked for.
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Would you be willing to post a link to his monetary system for me? I can see if I it can be made to work with the ACE Save Engine.
Edit: I looked at the script, and all it does is change the display of the currency, not how it is used at all. So it would say you have 10 G 10 S and 1 B, but it does not set up the monsters to drop the new currency, shops to sell based on the new currency, etc. I think that is why the script will not work, as it is display only, no functionality. -
The Spike's Engine seems to come with a fix for that. If you scroll down, you'll find this:I'm using the Ace Save Engine script for my game, and one of the known bugs is incompatibility.
# Uncomment for compatability with Yanfly's Ace Save Engine#class Window_FileStatus < Window_Base# def draw_save_gold(dx, dy, dw)# return if @header[:party].nil?# draw_currency_value(@header[:party].gold.group.to_i, Vocab::currency_unit, + SPIKE::GOLD::ICON_POS, dy, contents.width - SPIKE::GOLD::ICON_POS - 8)# end#endHave you tried that? -
I'll try it, see if it works.
EDIT: IT appears to do as I need, though I'd like to know if there's any way I could add or detract currencies. -
I have something I just wrote up that also appears to do what you need, if you are interested. The way I did it was you set in the database the value in the lowest currency (Bronze in your case) for all items, and the script adjusts the display to show it in the Silver, Copper, Gold tiers. So something that is 4 Silver you enter as 400 in the database, the script does the rest. However, to use gold you will need Yanfly's adjust limits script, as that script allows you to set selling prices above 999999 (99 S, 99 C, 99 B in what you specified).
Here is the link, if you find it useful. Its in early beta, but it works for display and shops at the moment (battle results will be off for now, to fix it for now, set the currency to Bronze under the system tab): http://pastebin.com/7ZiE2dFU