I asked because this is a very international forum. There are a lot of members for whom English is their second, third or even fourth language. That is the reason why it is necessary for terms of use to be expressed as unambiguously as possible.
As for your assumption about RM games rarely reaching $1,000. I would be deeply disappointed if one of mine didn't make that in the first day or so, and I know that there are others who would expect the same. It is true, though, that many RM games don't make that much.
Your problem with charging a percentage of income is that few developers will release that information. Even if they wanted to, (which would be rare indeed), they probably couldn't because of NDAs with publishers, portals, Bundle organisers etc. It all comes under the heading of commercial sensitive information. Though it is true that some new developers might not realise the implications of any NDAs they sign, most devs will, so it is likely that many will choose not to use your plug in.
Flare Collection - Currencies
● ARCHIVED · READ-ONLY
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Err, Forget my earlier post... I just fund we can make individual shops accept only their own currencies...
Now I have a problem, I have set up 5 different currencies but for the life of me I simply cannot get any of them
to drop in battle, I already added the "currency" keyword in yanfly's victory aftermath plugin but the currencies
themselves never drop...
I have use the note tags in the enemies tab as said in the op but it doesn't seem to be working... Let's say I have
a currency named "Miral"... So here are the note tags I used:
<currencyName: name: "Miral" amount: "100" chance: 100>
<currencyName: name: Miral amount: 100 chance: 100>
<currencyName: name: "Miral" amount: 100 chance: 100>
The tree above is a single tag whit variations, No matter which one I used nothing dropped, I may be writing them
the wrong way but I have no idea what is going on, I don't even get an error on the console.
Below I have attached screenshots showing my currencies and the scripts I use:
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Can you add a feature in which certain currencies are only usable in certain shops? Like for example that way I could make it
look like each country has it's own currency and doesn't accept foreign currency?
This is already a feature.
First add:
<currencyShop belongsTo: "Demon Teeth" andCosts: 76>To items, armors and weapons that you want in your shop then create an event that calls:
FlareCurrencies.openShop('Demon Teeth');// Or:FlareCurrencies.openShop('Demon Teeth', true); // Purchase onlyThe above will open a shop that contains only the items that contain the currency the Demon Teeth.
Items, weapons and armors can contain multiple types of currencies, but each shop will only pull in items, weapons and armors that match that currencies. So even if you had an item that required: "Demon Teeth", "Gold Chunks" and "Clay Pieces" and then opened a shop for the currency of Gold Chunk that item wold be included. Same for shops for Clay Pieces
So in your case your countries would only have shops that sell items that are available using that countries currency -
Yeah, I know how to create the shop, The problem now is that I can't get the new currencies to drop in battle. I described myThis is already a feature.
First add:
<currencyShop belongsTo: "Demon Teeth" andCosts: 76>To items, armors and weapons that you want in your shop then create an event that calls:
FlareCurrencies.openShop('Demon Teeth');// Or:FlareCurrencies.openShop('Demon Teeth', true); // Purchase onlyThe above will open a shop that contains only the items that contain the currency the Demon Teeth.
Items, weapons and armors can contain multiple types of currencies, but each shop will only pull in items, weapons and armors that match that currencies. So even if you had an item that required: "Demon Teeth", "Gold Chunks" and "Clay Pieces" and then opened a shop for the currency of Gold Chunk that item wold be included. Same for shops for Clay Pieces
So in your case your countries would only have shops that sell items that are available using that countries currency
problem in my other post above this one. -
Err, Forget my earlier post... I just fund we can make individual shops accept only their own currencies...
Now I have a problem, I have set up 5 different currencies but for the life of me I simply cannot get any of them
to drop in battle, I already added the "currency" keyword in yanfly's victory aftermath plugin but the currencies
themselves never drop...
I have use the note tags in the enemies tab as said in the op but it doesn't seem to be working... Let's say I have
a currency named "Miral"... So here are the note tags I used:
<currencyName: name: "Miral" amount: "100" chance: 100>
<currencyName: name: Miral amount: 100 chance: 100>
<currencyName: name: "Miral" amount: 100 chance: 100>
The tree above is a single tag whit variations, No matter which one I used nothing dropped, I may be writing them
the wrong way but I have no idea what is going on, I don't even get an error on the console.
Below I have attached screenshots showing my currencies and the scripts I use:
I personally screwed up. See below.
Update to docs, you do not need to update the script, but if you want the updated docs I suggest you do
Mistake in Docs. Its not:
<currencyName: name: ".." amount: x chance: 0 - 100>its actually:
<currencyToGain name: "..." amount: x chance: 0 - 100>Apologies.
Remember
chance is optional. if you set it to 100, you might as well not include it in your tag.
Also remember that amount can be variable:
Code:<currencyToGain name: "Something" amount: "75 ~ 6758" chance: 65>// 65% chance to gain between 75 and 6758 of something -
Yeah, That was the problem. Got it working now, Btw would it be possible to display the currency icons in the drop window after battle?I personally screwed up. See below.
Update to docs, you do not need to update the script, but if you want the updated docs I suggest you do
Mistake in Docs. Its not:
<currencyName: name: ".." amount: x chance: 0 - 100>its actually:
<currencyToGain name: "..." amount: x chance: 0 - 100>Apologies.
Remember
chance is optional. if you set it to 100, you might as well not include it in your tag.
Also remember that amount can be variable:
<currencyToGain name: "Something" amount: "75 ~ 6758" chance: 65>// 65% chance to gain between 75 and 6758 of something -
Yup, I will make that available in the next release
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Is there a way to add to a currency based off a variable?
Example: You turn in 50 "gold dust" which is added to a variable, and in turn, the variable is how much of X currency you gain?
Secondly, is there a way to hide it from showing up in the menu?
So, I got my items set up, was able to open a shop, had 600 of my currency, had an item set to sell for 100 of said currency, and when I bought items, it didn't take away from my currency, so i could buy an infinite amount. -
Is there a way to add to a currency based off a variable?
Example: You turn in 50 "gold dust" which is added to a variable, and in turn, the variable is how much of X currency you gain?
Secondly, is there a way to hide it from showing up in the menu?
So, I got my items set up, was able to open a shop, had 600 of my currency, had an item set to sell for 100 of said currency, and when I bought items, it didn't take away from my currency, so i could buy an infinite amount.
About variables - Not at this time now, but I can add it in.
Hiding from the menu - What is the use case for this? Like why would you do this? Is there a switch that would turn it on? A script call that an NPC would use to enable it or open it?
Bug Report - Thank you I will look into this :D -
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So, I got my items set up, was able to open a shop, had 600 of my currency, had an item set to sell for 100 of said currency, and when I bought items, it didn't take away from my currency, so i could buy an infinite amount.
Bug report cannot be replicated. Heres the steps I took to try and replicate:
1. Set up an event that when touched gives you 600 of x currency
2. set up a second event that when touched opens the shop for x currency.
3. Set potion, sword and shield to all cost 100 of x currency.
- Start game
- Walk over event one - gained 600 of x currency (works)
- Walk over event two - Shop opens (work)
- Buy potion, currency expected to go from 600 to 500 (works)
- repeat for sword and shield, currency expected to go from 500 to 400 and then 400 to 300 (works)
- Sell items back, in the same or any order, you should gain 100 of currency x for each item resulting in a total of 600 (works)
Repeat buy and sell two more times to validate expected results . (works)
Suggestion: Please download the latest script version. Install it, remove currencies, re add currencies, possibly restart MV, re set up your steps or follow the ones above. If the issue is still an issue please upload a sample that is fully open with any additional scripts you are using so I can validate whats going on.
New Release:
Make sure to read the OP carefully as some questions or features might already be answered or exist.
Features:
New: You can now use FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId)
New: After a battle there is now an icon that displays beside the currencies name.
Grab the latest version from the OP. and as usual, feature request, bug reports and ideas are always welcome :D -
Actually the shop work but i still got a big problem x) i cant loot monney from monster its open a window empty
the code i used: <currencyToGain name: "Diamant Lunaire" amount: 1 ;> (without ";" i got an error)
for the script i actually use:
In this order if i could Help you to help me =)Spoiler-Yep_CoreEngine
-Yep_MainMenuManager
-Yep_MessageCore
-Yep_BattleEngineCore
-Yep_X_ActSeqPack 1-2-3
-Yep_BattleAICore
-Yep_DamageCore
-Yep_X_CriticalControl
-Yep_Taunt
-Yep_Victoryaftermath
-Yep_ItemCore
-Yep_X_ItemUpgradeSlots
-Yep_SkillCore
-Yep_SkillCoolDowns
-Yep_InstantCast
-Yep_SkilllearnSystem
-Yep_EquipCore
-Yep_AutoPassiveStates
-Yep_JobPoints
-Yep_BaseTroopEvents
-Yep_ExternalLinks
-Yep_RegionRestrictions
-Yep_SaveEventLocations
-GameuseQuestSystem
-ItemBook
-EnemyBook
-HealOnLevelUp
-RarityItem
-WeaponSkill
-recipercrafting
-and Flare-Currency
-DetailledShop
-Minimap
And Last thing if Formation is not activate in the database the Currencies didnt appear in the menu
Updated add 2plugin -
Actually the shop work but i still got a big problem x) i cant loot monney from monster its open a window empty
the code i used: <currencyToGain name: "Diamant Lunaire" amount: 1 ;> (without ";" i got an error)
for the script i actually use:
Spoiler-Yep_CoreEngine
-Yep_MainMenuManager
-Yep_MessageCore
-Yep_BattleEngineCore
-Yep_X_ActSeqPack 1-2-3
-Yep_BattleAICore
-Yep_DamageCore
-Yep_X_CriticalControl
-Yep_Taunt
-Yep_Victoryaftermath
-Yep_ItemCore
-Yep_X_ItemUpgradeSlots
-Yep_SkillCore
-Yep_SkillCoolDowns
-Yep_InstantCast
-Yep_SkilllearnSystem
-Yep_EquipCore
-Yep_AutoPassiveStates
-Yep_JobPoints
-Yep_BaseTroopEvents
-Yep_ExternalLinks
-Yep_RegionRestrictions
-Yep_SaveEventLocations
-GameuseQuestSystem
-ItemBook
-EnemyBook
-HealOnLevelUp
-RarityItem
-WeaponSkill
-recipercrafting
-and Flare-CurrencySpoilerIn this order if i could Help you to help me =)
And Last thing if Formation is not activate in the database the Currencies didnt appear in the menu
Bug Report: Thank you for this report I will investigate and get back to you :D
Can you also run the game with the console open and screen shot any errors you get? -
Ofc
Error in elements
http://puu.sh/lqtKO/4cadc42e2b.png
Normaly here was the currency
http://puu.sh/lqtOS/f7bc9c9842.jpg
And Finaly
http://puu.sh/lqtSh/e6e5e51af6.png -
I don't see any actual error. Nothing here tells me that Flare Currencies is blowing up. Can you give me your game (not encrypted) so I can test this out and trace down the root of the issue? It doesnt mater that the game is not in english.
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If u want but its wil take 1hour to upload (bad connection)
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With out your game I am afraid there is no way to debug. There is one thing you can try:
Disable every single plugin
Enable only Flare Currencies. Test your issue. If its not an issue, re enable each plugin seperatly making sure to test after you enable the plugin (then disable it before enabling the next). That will let me know which specific plugin I need to download and test with.
If the issue is not present, then go back through the list enabling each plugin one plugin at a time testing as you go. This lets me know if its one plugin or a group of them.
Make sure you have the console open and watch for any red errors in the console. -
Hi i already send you in mp my full project before reading what you told me to do ^^ so what we do because i have already try what you said i saw nothing change so i let you try ^^ good luck and all hope for you to find and debug this =p
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Yes I hope I find this issue too. It seems strange.Hi i already send you in mp my full project before reading what you told me to do ^^ so what we do because i have already try what you said i saw nothing change so i let you try ^^ good luck and all hope for you to find and debug this =p
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So still no new about my problem ?