Economic Trinity

● ARCHIVED · READ-ONLY
Started by lordvalinar 39 posts Page 2 of 2 View original ↗
  1. fallenlorelei said:
    Thanks for making these plugins!! I am currently using Currencies, but for an upgrade system using the shop. Basically an upgraded version of "Staff" ("Enchanted Staff") is being sold for the price of: Staff and a Crystal. This works really well.

    What I'd like is for the plugin to see if "Staff" is currently equipped or not, and take the equipped item as currency if it is equipped. This way the user doesn't need to unequip their weapons before going up to the shop to upgrade.

    I don't know javascript but I see this:
    Code:
    Game_Party.prototype.gainItem = function(item, amount, includeEquip)
    and I think "includeEquip" should be "true" for this to work the way I'd like? Maybe? Haha.

    Anyway, I was wondering if you could make this an option, maybe to turn on in the parameters! Thanks so much :)
    There aren't any current plans to update these at the moment. Plus it'd just be easier to unequip the item than edit the plugin to accommodate that.. Sorry.
  2. Hello! Thank you for those awesome plugins!
    I have a question, though.
    My protagonist meets 4 people during their adventure (you can choose the player's gender at the beginning of the game) and can befriend them. Different actions or answers shall increase or decrease their relationship status. BUT those 4 people are not neccessarily in the party (at least not from the beginning) and their event sprites show up on different maps, since they roam around.
    Am I still able to have a friendship system that way? Because the actor ID refers to the party member and the event ID refers to the specific ID on the map, which is neat if the NPC never moves, but those friends solve a crime together, therefore, they appear on different maps an join or leave the party from time to time.
    Thank you in advance :)
  3. Winter Witch said:
    Am I still able to have a friendship system that way? Because the actor ID refers to the party member and the event ID refers to the specific ID on the map
    That's not quite correct. An actor ID refers to an actor. It doesn't matter whether they're in your party or not, anything that's tracked on an actor can be tracked regardless.

    I haven't looked at the documentation for this plugin, but if you're given a script call to reference an actor's friendship level, you can use that inside of any event you want.
  4. ATT_Turan said:
    That's not quite correct. An actor ID refers to an actor. It doesn't matter whether they're in your party or not, anything that's tracked on an actor can be tracked regardless.

    I haven't looked at the documentation for this plugin, but if you're given a script call to reference an actor's friendship level, you can use that inside of any event you want.
    Thank you for your answer :) Maybe I've misunderstood the instructions.
    I just found the Frienship-Romance-Plugin that he made also, maybe that's an addition or even alternative for me :)
  5. Winter Witch said:
    Thank you for your answer :) Maybe I've misunderstood the instructions.
    I just found the Frienship-Romance-Plugin that he made also, maybe that's an addition or even alternative for me :)
    Yeah sorry LvMZ_Factions.js is a bit more simplified and only works for those "in party" (1 = party leader, 2 = 2nd actor, etc). Although Technically you can use a script call to bypass the plugin command's parameters (replace the actorIDs with the actual ones you're using though):


    JavaScript:
    // this is the source actor
    const actor1 = $gameActors.actor(1);
    // this is the actor NOT in the party (has to exist still however)
    const actor2 = $gameActors.actor(5);
    
    // "value" is ADDED to current value (so use a negative to lose relations)
    actor1.lvSet('setRelation', [actor2, value]);

    Alternatively for a more GUI version, yeah the Friendship-Romance one would be a better choice.
    Although keep in mind, if modifying relations involving events (it will only get the event on the current map)
  6. I got this plugin set up where copper =1 and default. Gold 100. But when I get over 100 copper it doesn't turn into gold. Is this not automatic? Or do you need to exchange currencies for bigger ones?

    If you sell anything is gives an error "Index not defined" also...
  7. maunderingcabal said:
    I got this plugin set up where copper =1 and default. Gold 100. But when I get over 100 copper it doesn't turn into gold. Is this not automatic? Or do you need to exchange currencies for bigger ones?
    It is not automatic in this case, no. Generally it converts "downward" so 1 gold = 100 copper automatically but you seem to be doing it backwards. So you'll need an event take "Take Gold" (since you've setup copper as your default), calculate the amount of GP items to give in turn.

    Might be an easier way with the current functions I have but it's almost midnight here when checking this and I haven't worked on this plugin in quite awhile so I'd have to look at it again.
    maunderingcabal said:
    If you sell anything is gives an error "Index not defined" also...
    Can you open the console (F8 or F12 if the error prevents F8 from opening it), and take a screenshot? I can get a better idea by seeing the lines where the error is occuring.
  8. Hey, I have the same error. Here is a screenshot.
    dewfy.png
    lordvalinar said:
    It is not automatic in this case, no. Generally it converts "downward" so 1 gold = 100 copper automatically but you seem to be doing it backwards. So you'll need an event take "Take Gold" (since you've setup copper as your default), calculate the amount of GP items to give in turn.

    Might be an easier way with the current functions I have but it's almost midnight here when checking this and I haven't worked on this plugin in quite awhile so I'd have to look at it again.

    Can you open the console (F8 or F12 if the error prevents F8 from opening it), and take a screenshot? I can get a better idea by seeing the lines where the error is occuring.
  9. So a couple questions:
    1.) How do you have your currencies setup? Should be greatest to least, as I mentioned. So in the example of D&D like currencies: Item 1 = Gold Piece (price = 100), Item 2 = Silver Piece (price = 10), Item 3 = Copper Piece (price = 1). Each with <Currency> in their note field.

    2.) What are you trying to sell? Is it an Alternate Currency or regular item?
    Sketch8Feather said:
    Hey, I have the same error. Here is a screenshot.
    View attachment 331129
  10. lordvalinar said:
    So a couple questions:
    1.) How do you have your currencies setup? Should be greatest to least, as I mentioned. So in the example of D&D like currencies: Item 1 = Gold Piece (price = 100), Item 2 = Silver Piece (price = 10), Item 3 = Copper Piece (price = 1). Each with <Currency> in their note field.

    2.) What are you trying to sell? Is it an Alternate Currency or regular item?
    1) This was in the demo of your "Economic Systems" plugin
    2) It happens when I sell anything in the shop
  11. Hi, if this can help, it seems that this line
    JavaScript:
    const index = this._sellWindow.index();
    is missing in LvMZ_Currencies.js, here :
    1740234751751.png
  12. MGC said:
    Hi, if this can help, it seems that this line
    JavaScript:
    const index = this._sellWindow.index();
    is missing in LvMZ_Currencies.js, here :
    View attachment 332198
    It works. Thank you!
  13. Sketch8Feather said:
    It works. Thank you!
    I'm glad you got it working, but am a bit confused as to how? I didn't have any trouble selling things in the shop during the demo creation. Am wondering about the plugin setup you had (like if you didn't have LvMZ_Currencies active, or something else)?

    Just asking for a bit more information (in case anyone else in the future has the same problem).
  14. EDIT:
    The new files are now live (remember to backup your old ones - just in case - The Demo will be updated later this week)
    EDIT 2:
    And I just realized I released LvMZ_Core without any help or instructions *facepalm* Will fix that (might be ... help-ful *hears the multitude of groans*) Completed

    Just a quick update - the GitHub Links are being revised, as I am uploading the new files. Using my new functions to handle plugin parameters and a few other fixes, revisions, additions, etc. The 3 Economic plugins will now require LvMZ_Core (for simplicity and extra functions available for use throughout your projects. Including the following (and many more):

    JavaScript:
    //Format the string to capitalize one (or all) words
    String.prototype.capFirst = function(allWords=false) {};
    
    // Search for a common event ID by name (string or RegEx)
    function commonEventId(nameTag) {}
    
    // Checks note tag, then comment, else event info for the event's name
    Game_Event.prototype.name = function() {};
    
    // Returns an array with the event's Map ID and Event ID
    Game_Event.prototype.objectId = function() {};
    
    // Added function to clear part or all data
    // - Value: undefined(clears ALL data)
    // - Value: array(removes all actor IDs in the list)
    // - Value: number(removes single actorId)
    Game_Actors.prototype.clear = function(value) {};

    Oh! And with the revision of LvMZ_Factions.js, I will be able to revise the FRS (Friendship-Romance System) plugins with it, making data handling easier, and will be adding an option to toggle which menu choices you want.... basically I'm going over old plugins and making them better :p
  15. Critical Update (LvMZ_Core v1.5) - 1.4 (that wasn't uploaded) broke MZ ("Failed to initialize Graphics"), 1.5 fixes this issue.
  16. Alright, that should all be good for now (updates wise) - I do have a v1.6 coming up for LvMZ_Core but it's not critical (just adding option to toggle Skip Intro dynamically using script call or events, and having LvMZ_RemoteEvent() load in all the event settings - minus walk/stand animations and disabling movement/parallel processing for good reason... the function is just to get data, not replicate the entire event)

    But either way, might upload that as a separate download or something ... not sure yet. Anyways! If anyone has any problems with the updated code, just post here and I'll try to fix :thumbsup-left:
  17. I had to fix your core, factions, and econ plugins from what was available on your github in order for it to boot into a test game. You're missing various operands and a couple typos where you missed a " or had an extra ). Could you verify on a fresh install that your versions from github either works or has the errors? It's just the big four. If they're borked, I'll upload the fixed versions to a github fork and give you a PR with the fixes.
  18. Niam said:
    I had to fix your core, factions, and econ plugins from what was available on your github in order for it to boot into a test game. You're missing various operands and a couple typos where you missed a " or had an extra ). Could you verify on a fresh install that your versions from github either works or has the errors? It's just the big four. If they're borked, I'll upload the fixed versions to a github fork and give you a PR with the fixes.
    I'll give it a lookover this weekend. I've had to make a few other fixes as well (like in Currencies I noticed I've converted item pricing twice on the the Buy/Sell screens ... O.O and have made quite a few additions and changes since these updates). I don't have time right now, but will look them over on the weekend I promise. lol

    I wanna make sure that if these are the "final" versions, then they sure heck should work for people! lol
    -- So thank you for reporting this!
  19. -- UPDATED ( May 07 2026 ) --

    Okay I lied. I worked on it now and tested - the main problem was in the Romance list (and one spot with the extra ")" you mentioned. Tested it on an updated demo (which has also been re-zipped and uploaded to Google Drive, so now available for download here).

    Lemme know if you come across any other problems :thumbsup-left: