DM Shop Core - [MZ]

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Started by Dungeonmind 53 posts Page 3 of 3 View original ↗
  1. Dungeonmind said:
    Hi, that's very weird. You do have to make sure there are items defined in the shop for sale in the plugin parameters in "Shop Manager". I've tested this with only my plugins enabled, and it works as expected. To help isolate the issue, could you try reproducing it in a blank project with just my plugins installed? If the problem persists, feel free to PM me with a link to the project via Google Drive or Dropbox, and I'll take a closer look.

    [embedded media]

    On a side note, I have updated this plugin to fix an unrelated bug. This update fixes a bug where regular items weren't updating the player's possession count in the shop status window for core shops.

    Changelog
    View attachment 342618

    Link to plugin page.

    I think the problem is in the wrong notetag. Is this what a note should look like for an item that is only in one items category? in the plugin description now only for 2 or more categories, but I remember what it was for one. like <Category: crafting> or <Category: crafting/>, but it isnt work, also tried
    <Categories>
    crafting
    </Categories>
    like in plugin description but isnt work
  2. VallinVl said:
    I think the problem is in the wrong notetag. Is this what a note should look like for an item that is only in one items category? in the plugin description now only for 2 or more categories, but I remember what it was for one. like <Category: crafting> or <Category: crafting/>, but it isnt work, also tried
    <Categories>
    crafting
    </Categories>
    like in plugin description but isnt work

    I believe the issue lies in the note tag format. For an item that belongs to only one category, the note tag should be:

    <Categories>
    crafting
    </Categories>

    Make sure the category 'crafting' matches a symbol defined in the DM_ItemCategories plugin. I've tested this format on my end, and it works as expected.
  3. Dungeonmind said:
    I believe the issue lies in the note tag format. For an item that belongs to only one category, the note tag should be:

    <Categories>
    crafting
    </Categories>

    Make sure the category 'crafting' matches a symbol defined in the DM_ItemCategories plugin. I've tested this format on my end, and it works as expected.
    I don't know how, but everything seems to be working now. I turned all the plugins off and on several times, sometimes everything didn't work and then everything started working as it should. I also noticed that there were problems with some of the items that had been in the game for a long time (but the notes there were entered correctly) so I just copied and pasted, basically just updated the same content and that also helped in some cases. also, some items had other notes and their order probably interfered with the plugin's work. Overall, everything has somehow works. Thanks for your time and plugins!
  4. VallinVl said:
    I don't know how, but everything seems to be working now. I turned all the plugins off and on several times, sometimes everything didn't work and then everything started working as it should. I also noticed that there were problems with some of the items that had been in the game for a long time (but the notes there were entered correctly) so I just copied and pasted, basically just updated the same content and that also helped in some cases. also, some items had other notes and their order probably interfered with the plugin's work. Overall, everything has somehow works. Thanks for your time and plugins!

    It sounds like you've managed to resolve the issue with the DM_ItemCategories plugin.

    You're right that sometimes, simply restarting or reconfiguring plugins can resolve issues like this. It's also possible that there were some inconsistencies or conflicts with existing note tags or plugin interactions that were causing problems.

    Copying and pasting the note tags, essentially "refreshing" the content, seems to have helped in some cases. This could be due to some hidden characters or formatting issues that were resolved when you re-entered the note tags.

    I'm glad to hear that everything is working as expected now, and I appreciate your kind words about the plugins! If you have any more questions or need further assistance, feel free to ask.

    Shop Core Update: V1.22!

    I've just pushed out a new update for my plugin, and it's packed with some exciting fixes and additions!

    Bug Fixes

    We've resolved two major issues that were affecting the shopping experience in your game. Firstly, the shop status window now correctly displays the maximum quantity of items that can be purchased based on item requirements, rather than showing an infinite symbol. Secondly, we've fixed an issue where items could be bought or sold beyond the default max item limit set in the plugin parameters. This limit is now properly enforced for both buying and selling.

    New Feature

    We've also added a new feature that implements Default Max Item checks for buying and selling. This means that you'll now receive customizable text notifications when the player tries to exceed the item limit, making it easier to manage your game's inventory system.

    These changes should improve the overall stability and usability of the plugin, and I'm excited to see how they'll enhance your game's shopping mechanics. As always, if you have any feedback or issues, feel free to let me know!

    Thanks for using my plugin, and happy game development!

    Get the Update!

    If you're already using my DM_CoreShop plugin, you can grab the latest version from my website or the RPG Maker Forums. As always, I'm here to help with any questions or issues you might have.

    Plugin Download Page

    Changelog
    DM_CoreShop_update122.jpg
  5. Dev Log: Shop Core Update V1.23!

    I just pushed an update to the Shop Core plugin (V1.23) that addresses a couple of key issues.

    Bug Fix: Compatibility with Limited Inventory Plugin

    The recent addition of Item Max Default checks was causing a crash when buying or selling items without the Limited Inventory plugin installed. I've fixed this issue to ensure the plugin works smoothly in different configurations.

    Edit: Window_Help Display Priority Adjustment

    I've also tweaked the display priority in the Window_Help to show Default Item Max checks before Limited Inventory weight checks. This should make the interface a bit more intuitive and user-friendly.

    These updates aim to refine the plugin's functionality and user experience, aligning with my commitment to delivering high-quality tools for game development.

    If you have any feedback or encounter any issues, please don't hesitate to reach out.

    Get the Update!

    As always, you can grab the latest build from the official website:

    Plugin Download Page

    Changelog
    DM_CoreShop_Update123.jpg
  6. Dev Log: Shop Core Update V1.24!

    Exciting news for all my fellow game devs out there! I'm thrilled to announce the latest update to my Shop Core plugin, version 1.24! This update brings some fantastic improvements to enhance the player experience. Let's dive in and take a look at what's new!

    Bug Fix: Shop Possession Number Persistence

    I've fixed an issue where the shop possession number was erased when entering the Number Buy Window. This should provide a more consistent and polished experience for players.

    Edit: Enhanced Warning Message Handling

    I've updated DM_CoreShop to clear warning messages while in the number input window when the quantity number is changed. Now, the warning message will be immediately replaced with the item description, providing a more dynamic and responsive experience for players.

    Edit: Compatibility with DM_LimitedInventory

    I've also added compatibility with the "Overweight Text Colour Change" parameter from DM_LimitedInventory that was updated recently. When this parameter is enabled and the party's inventory weight exceeds the maximum weight limit, the inventory title will change to red, overriding any existing colour codes. This ensures consistent behavior with DM_LimitedInventory's weight limit visuals.

    If you have any feedback or encounter any issues, please don't hesitate to reach out.

    Get the Update!

    As always, you can grab the latest build from the official website:

    Plugin Download Page

    Changelog
    DM_CoreShop_Update124.jpg
  7. Hello. I'm currently exploring the use of your plugin and had a couple of questions regarding its usage that I'm hoping you might be able to assist with. Apologies in advance in case my questions may seem self evident to those with more experience as I am very new to RPG Maker, it's community, and how to program/debug in JavaScript and use the program properly, but do have some modicum of awareness with programming. I am using this particular plug-in as standalone, with the only other plug-ins being from Hakuen Studio's Book and Escape Codes.
    1. I have downloaded the version of the file found on the linked website from the thread, but the version listed in the file identifies itself as "Version 1.23" (Size = 160454 bytes; SHA-256 = e86c1922723d73c8219b3650c6ee87534d17296fa5feab6357f4057dbb786947), but what is listed here in this thread as the latest is "Version 1.24". Is this the latest version and, if it's not, where can I go about obtaining it?
    2. I have observed that when performing the Plugin Command for Add Weapon To Shop with the Shop ID of 1 and Weapon ID of 1 (ie - the "Short Sword" from the default project settings), that particular weapon item will show up with a pair of item requirements included. Other weapons, items, and armors added using the same plugin command will have the proper inventory amounts listed with no requirements specified. Is there something I need to do in order to resolve this for Weapon ID 1, Shop ID 1 or is this a bug due to initialization and default settings for creation of a shop with inventory limits?
    3. I wanted to ask if there are ways with which to control the addition (or setting) of your shop inventory quantities via the use of variables. I've only just recently started exploring this, but each time I've tried to do this, I've been able to verify that the variable contains a numeric value and have tried to feed it into the store via the "Add Weapon To Shop" command to specify the inventory quantity, but when I've then called upon the extracting the quantity using the Script Command $gameShop.getShopStockQuantityForWeapon(ShopID,WeaponID) it seems like it just provides a value of 0.
    4. I wanted to ask what exactly triggers the initialization of a shop, or multiple shops. I don't encounter any errors when performing the Plugin Command for Add Weapon To Shop when the Shop ID is set to 1, but once I set the Shop ID to 2, I do end up receiving the following error: TypeError Cannot read property '_storedDataContents' of undefined.
    Thank you again for any assistance you may be able to provide.
  8. Dmitri_Durst said:
    Hello. I'm currently exploring the use of your plugin and had a couple of questions regarding its usage that I'm hoping you might be able to assist with. Apologies in advance in case my questions may seem self evident to those with more experience as I am very new to RPG Maker, it's community, and how to program/debug in JavaScript and use the program properly, but do have some modicum of awareness with programming. I am using this particular plug-in as standalone, with the only other plug-ins being from Hakuen Studio's Book and Escape Codes.

    Hello Dmitri, and welcome to the RPG Maker Community!

    Thank you for reaching out with your questions about the plugin. I'm happy to help.
    1. Plugin Version: I've verified that the link should provide version 1.24 of the plugin. If you're seeing version 1.23, it's possible there was an issue with the download. Try re-downloading the plugin to ensure you have the latest version. If the plugin manager still shows an older version, try double-clicking and reinitializing the plugin.

    2. Default Shop Settings: The behaviour you're seeing with weapon ID 1 having item requirements is likely due to the default shop settings in the plugin parameters. To access these settings, go to the Plugin Manager (represented by a puzzle piece in the toolbar), find DM_CoreShop in the list, and double-click it. In the plugin settings, navigate to the 'Shop Manager' parameter and double-click to setup new shops or modify existing ones.

      example.jpg

    3. Using Variables for Shop Inventory: I've tested the script call $gameShop.getShopStockQuantityForWeapon(ShopID, WeaponID) and verified that it's working as intended. A return value of 0 indicates that the weapon hasn't been found in the shop's stock. Please note that the script call currently doesn't support items, weapons, or armors with requirements, but I plan to add this feature in a future update. You can use variables like $gameVariables.value(variableId) in the arguments for the script call, as long as the value returned is a valid number.

    4. Initializing Shops: The error you're seeing when trying to access shop ID 2 is because that shop hasn't been defined yet. To define additional shops, go to the Plugin Manager, find DM_CoreShop, and double-click it. Then, navigate to the 'Shop Manager' parameter and double-click to add new shops.
    I hope this clears up any confusion. If you have further questions or need more assistance, feel free to ask.
  9. Dungeonmind said:
    Hello Dmitri, and welcome to the RPG Maker Community!

    Thank you for reaching out with your questions about the plugin. I'm happy to help.
    1. Plugin Version: I've verified that the link should provide version 1.24 of the plugin. If you're seeing version 1.23, it's possible there was an issue with the download. Try re-downloading the plugin to ensure you have the latest version. If the plugin manager still shows an older version, try double-clicking and reinitializing the plugin.

    2. Default Shop Settings: The behaviour you're seeing with weapon ID 1 having item requirements is likely due to the default shop settings in the plugin parameters. To access these settings, go to the Plugin Manager (represented by a puzzle piece in the toolbar), find DM_CoreShop in the list, and double-click it. In the plugin settings, navigate to the 'Shop Manager' parameter and double-click to setup new shops or modify existing ones.

      View attachment 343234

    3. Using Variables for Shop Inventory: I've tested the script call $gameShop.getShopStockQuantityForWeapon(ShopID, WeaponID) and verified that it's working as intended. A return value of 0 indicates that the weapon hasn't been found in the shop's stock. Please note that the script call currently doesn't support items, weapons, or armors with requirements, but I plan to add this feature in a future update. You can use variables like $gameVariables.value(variableId) in the arguments for the script call, as long as the value returned is a valid number.

    4. Initializing Shops: The error you're seeing when trying to access shop ID 2 is because that shop hasn't been defined yet. To define additional shops, go to the Plugin Manager, find DM_CoreShop, and double-click it. Then, navigate to the 'Shop Manager' parameter and double-click to add new shops.
    I hope this clears up any confusion. If you have further questions or need more assistance, feel free to ask.
    Thank you for your assistance with this thus far! With it, I was able to successfully confirm and download the latest version of the plug-in, adjust the initial shop parameter settings, setup a test case with 2 shops, and confirm the inventory amounts using the $gameShop.getShopStockQuantityForWeapon(ShopID, WeaponID) function call, and verify that I am getting correct values for the initial state of the shop.

    However, I am encountering a slight issue when I attempt to perform the following actions. The following is my test case for the initial parameters input into the Shop Manager (extracted using "Edit as Text"... sorry, couldn't think of any other way to transfer all the information easily for repeatability):
    Code:
    ["{\"Shop Name\":\"Placeholder Blacksmith Shop\",\"Shop Icon\":\"208\",\"Max Storage\":\"\",\"Shop Gold\":\"\",\"Retain Items?\":\"true\",\"Auto-Unlock Items?\":\"true\",\"Items\":\"[]\",\"Weapons\":\"[\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"7\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"2\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"19\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"3\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"43\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"4\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\"]\",\"Armors\":\"[]\"}","{\"Shop Name\":\"Placeholder Blacksmith Shop Swap\",\"Shop Icon\":\"\",\"Max Storage\":\"0\",\"Shop Gold\":\"\",\"Retain Items?\":\"true\",\"Auto-Unlock Items?\":\"true\",\"Items\":\"\",\"Weapons\":\"[\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"5\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"7\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"6\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"31\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"7\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\",\\\"{\\\\\\\"Weapon Id\\\\\\\":\\\\\\\"37\\\\\\\",\\\\\\\"Amount\\\\\\\":\\\\\\\"8\\\\\\\",\\\\\\\"Item Requirements\\\\\\\":\\\\\\\"\\\\\\\"}\\\"]\",\"Armors\":\"\"}"]
    1. Interact with a shopkeeper event in-game to open up both shops and confirm inventories match the initial state specified.
    2. Confirm that the inventory quantities for both shops matches the intended initial states by using the $gameShop.getShopStockQuantityForWeapon(ShopID, WeaponID) function call to verify some of the weapon inventories. Functions as intended, all good here, specifically for WeaponID 7 having a quantity of 2.
    3. Purchase a single WeaponID 7 from ShopID 1. The in game shop menu shows a remaining quantity of 1 while the shop menu is open.
    4. [Unexpected Result 1] Utilize the $gameShop.getShopStockQuantityForWeapon(1, 7) function call to try and confirm the quantity amount by storing it within a separate variable.
      Code:
      $gameVariables.setValue(1, $gameShop.getShopStockQuantityForWeapon(1, 7));
      What I expect to be output is the current state of inventory for shop, which when calculated should be 1 (Initial 2 - 1 purchased = 1). Instead what is reported back to me is 2, which is the initial state value.
    5. Interact with the shopkeeper event in-game to open Shop 1. Confirm that the actual quantity of the remaining items in Shop 1 for WeaponID 7 is still 1. Functions as intended, all good here.
    6. Attempt to forcibly change the stocked inventory of WeaponID 7 for Shop 2 using the following:
      Code:
      $gameShop.setWeaponShopStock(2, 7, $gameVariables.value(1));
    7. Open the Shop 2 Menu from the shopkeeper event and attempt to confirm the Weapon 7 stock inventory. Observe that the actual shop inventory correctly reports the changed values for the in-game inventory as it is no longer the default value of 6.
    8. [Unexpected Result 2] Utilize the $gameShop.getShopStockQuantityForWeapon(2, 7) function call to try and confirm the quantity amount by storing it within a separate variable.
      Code:
      $gameVariables.setValue(1, $gameShop.getShopStockQuantityForWeapon(2, 7));
      What I expect to be output is the current state of inventory for shop, which was observed to be 2 within the Shop 2 shopkeeper event from step 7. Instead what I receive back is 6, which is the initial state value for shop 2.
    Thank you again for any insight you may be able to provide. I've been scratching my head over the weekend trying to figure out if there's something wrong with my logic or the way I'm trying to perform these actions, but the only things which come to my mind and makes sense are either (1) is there may be something about the ShopStockQuantity functions which only checks the parameter values, and not the current, in-game values or (2) my unfamiliarity with RPG Maker and its code is causing the returned values to be the parameter results and not the intended in-game stored values.
  10. Hi @Dmitri_Durst ,

    Thank you for reaching out and providing detailed test cases. I've identified the issue with the $gameShop.getShopStockQuantityForWeapon function and have fixed it. The function should now return the correct stock quantity after purchasing or modifying the stock.

    I've also included this fix in the latest update, along with another bug fix. You can find the updated changelog below.

    Shop Core Update: V1.25!

    What's New?


    Version 1.25 of the DM_CoreShop plugin is now available, bringing two important bug fixes to the table.

    Bug Fixes
    • Fixed an issue where selling items would fail if the shop’s starting gold was left blank, despite it being intended to disable the shop gold limit check.
    • Fixed an issue with the $gameShop.getShopStockQuantity functions returning incorrect stock quantities.
    Changelog
    DM_CoreShop_Update125.jpg

    To ensure you have the latest fixes, I recommend re-downloading the plugin, even if you're still on the same version number. This will guarantee you have the consolidated bug fixes.

    Plugin Download Page!

    If you have any further questions or issues, feel free to ask. Thank you again for your patience and for helping me improve the plugin!
  11. Shop Core Update: V1.26!

    What's New?


    Version 1.26 of the DM_CoreShop plugin is now available, bringing an important bug fix to the table.

    Bug Fix: Resolved Item Retention Issue
    • Fixed an issue where items sold to shops with 'Retain Items?' disabled would still be added to the shop's contents, allowing for more flexible shop behaviour and improved compatibility with other plugins.
    Changelog
    DM_CoreShop_Update126.jpg

    Plugin Download Page!
  12. Hi! First of all, thank you for your work on the plugin

    I’m running into an issue when using custom categories.

    I created a new category in DM_ItemCategories, and for the items I added the following notetag:

    <Categories>
    materials
    </Categories>


    The category itself appears correctly in the item menu and in the shop.

    However, after selling an item that uses this tag, if I change category or when the item list refreshes, I get the following error:

    TypeError: item.note.replaceAll is not a function


    I am using the latest versions of your plugins together with the VisuStella cores (Items & Equips Core, etc.).
    I also tried reinstalling everything in a clean project, but the error still happens.

    Thanks in advance!
  13. Hey @ozarpg, thanks for reaching out and for giving my plugin a try! I really appreciate you detailing the issue with the custom categories—that's super helpful.

    To get this sorted for you, could you please send over that clean project where the error still pops up? That'll let me dive in and see exactly what's happening on my end.

    Just a heads-up, make sure you follow these steps when you send it over:

    https://www.dmplugins.com/2026/01/19/report-bugs-the-right-way-for-rpg-maker-plugins/

    You can shoot it to support@dmplugins.com. Once I have that, I'll do my best to get a fix out ASAP!