NPC Dialogue Shop

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Started by mjshi 241 posts Page 12 of 13 View original ↗
  1. ShadowDragon said:
    plugin name must be called: NPCDialogueShop
    otherwise the parameters arent readed, if its still not working,
    browse the pages between 2-4 I believe which had the same,
    you might find the answer there, else it should be working.

    if not, can you screenshot your plugin database?
    The issue has been solved, Thanks for your help!
  2. mjshi said:
    @Guardinthena I don't think I was trying to get it to handle independent items when I was writing this-- this wasn't really meant to be used with Yanfly's Shop Core haha. I'll add this to my to-do to investigate though :)

    @cokes1999 here's a demo: http://s000.tinyupload.com/index.php?file_id=90814997831895173852

    The demo appears to be down, is there a working link for this available anywhere? Awesome plugin and fits my needs just about perfectly.
    -

    After working with this for a little bit, I have been able to add the active actor sprite to the shop menu, with the actor sprite updating as one scrolls through their party members in the 'buy' section. I feel this adds a much desired element for ease of use for the player.

    I imagine this could be further customized to have an "E" icon appear over actor sprites who already have said item equipped, and even more so add in a different pose or icon to signify if an item is an improvement or a downgrade. Kind of like the menus in Chrono Trigger.

    1701682394158.png

    Simply add the snippet in the following code after the 'return;}' lines:

    Code:
    Window_ShopStatus.prototype.drawEquipInfo = function(x, y) {
        this.changePaintOpacity(true);
        this.resetTextColor();
        this.resetFontSettings();
        var actor = this.statusMembers()[this._currentIndex];
        var width = this.contents.width - this.textPadding()*2;
        if (!actor) {
            this.changePaintOpacity(false);
            this.drawText(noEquipName, x, y, width, 'center');
            return;
        }

    Code:
    var direction = 'down';
        this.drawCharsetSprite(actor, x - "6", y - "120", direction);

    This modification requires the VE_SpriteInWindows.js plugin. (https://forums.rpgmakerweb.com/index.php?threads/ve-sprite-in-windows.61646/)


    Unfortunately, I did stumble into one block when tinkering with this, and that being that the "Possession Window", when activated, displays over the Sprite instead of under it. The EquipInfo window displays underneath it, but is occupied with relevant information. I use Yanfly ItemCore and unique items, so the possession window is kind of best repurposed anyways. This is what it looks like when the window is not hidden. As you can see, the sprite is greyed out behind the window.
    1701683203296.png

    Fortunately, this also can be fixed. Simply adjust the order of the following lines in 'Scene_Shop.prototype.createStatusWindow = function() {', like so:

    Code:
    this.addWindow(this._possessionWindow);
        this.addWindow(this._statusWindow);

    I originally came back to this post to ask for help about the layering, but looks like I fixed it in the process. Final result looks like so. A bit of nudging and should be perfect:

    1701683555245.png


    Next step is looking to see if the parameters displayed can be changed to include custom ones. Either way, I am extremely satisfied with this plugin and highly recommend it for those looking to enhance the shopping experience.
  3. Hi - absolutely love the idea of this plugin! But, I have a question - would this work in MZ?
  4. Apocalypticat said:
    Hi - absolutely love the idea of this plugin! But, I have a question - would this work in MZ?
    Unfortunately, this is a plugin for MV, so it wouldn't work in MZ
    And in the situation where a MV plugin does work for MZ, there is a high chance that you'll eventually come into compatibility clashes with other plugins or errors at some point as the code in this plugin isn't made for MZ
  5. dragoonwys said:
    Unfortunately, this is a plugin for MV, so it wouldn't work in MZ
    And in the situation where a MV plugin does work for MZ, there is a high chance that you'll eventually come into compatibility clashes with other plugins or errors at some point as the code in this plugin isn't made for MZ
    Ah snap. Was suspecting this - but it was worth the try! Thanks for answering anyway!
  6. Hey Apocalypticat!
    I Don't know if you still need it but it does seem to partially work with MZ. I have the FOSSIL retrocompatibility plugin installed at the top of the plugin list. Still, there is a notable problem: the dialogue box does not seem to appear. Here's proof. (Ignore the fact that I have not positioned the vendor correctly)

    immagine_2024-08-29_184801149.png
  7. @Angy1910 that's because images and windows require an rectangle which
    MV doesn't use, and to make it work with FOSSIL you need to make a small
    patch inside to make sure it is readed correctly.

    if you really want this or anyone, search an MZ version or patch any function
    that draws images/windows to a rectangle.

    but I think there are other ways to make it work nicely though.
  8. ShadowDragon said:
    @Angy1910 that's because images and windows require an rectangle which
    MV doesn't use, and to make it work with FOSSIL you need to make a small
    patch inside to make sure it is readed correctly.

    if you really want this on anyone, search an MZ version or patch any function
    that draws images/windows to a rectangle.

    but I think there are other ways to make it work nicely though.
    Oh got it! :LZSproud:
    Would it be better to patch this plugin or add a patch inside FOSSIL?

    Also, do you have an example to patch a window to a rectangle? I'd like to learn!
  9. patch inside FOSSIL as I believe there was a sample of CGMV I think
    on the bottom of it, but I don't know how FOSSIL exactly works as
    some say to not use it as it can break more things than good.

    if an alternative exist or close to it, use that instead ;)
    but if you only use MV plugins and no MZ, than do that, as plugin commands
    wont work in MZ unless you can copy it from MV editor to make it work
    or use a scriptcall for it.

    alternative is better as Caz has an evented way, and I think there was 1 for
    MZ anyway, not sure the name, but you could search for it as it works better
    for MZ users.
  10. ShadowDragon said:
    patch inside FOSSIL as I believe there was a sample of CGMV I think
    on the bottom of it, but I don't know how FOSSIL exactly works as
    some say to not use it as it can break more things than good.

    if an alternative exist or close to it, use that instead ;)
    but if you only use MV plugins and no MZ, than do that, as plugin commands
    wont work in MZ unless you can copy it from MV editor to make it work
    or use a scriptcall for it.

    alternative is better as Caz has an evented way, and I think there was 1 for
    MZ anyway, not sure the name, but you could search for it as it works better
    for MZ users.
    Thanks a bunch! I will look into that! ^^

    By the way, you can use MV plugins commands on MZ through FOSSIL!
  11. yes and no, some said copy pasting works, but others implement
    the plugin commands to work inside MZ if the rest is working correctly.

    I'm not exactly sure how those works but I do know they require parameters
    but you can google on those, as you cannot use plugin commands like MV,
    just by copy pasting and hope they work.

    others create MZ plugin commands for them to use or share the plugin.
    it's digging and searching.
  12. Little bit of a necropost here but I am wondering if there is a way to skip the "quantity" section when buying stuff, so that if I click on a piece of gear it just buys it, without asking how many I want. There is really very little reason you'd ever want multiple of a piece of gear in my game, in fact I'd love if I could set this up to only let the player buy 1 of each thing in the shop, but that seems like a whole other can of worms.

    EDIT: Nevermind, got it working how I wanted!
  13. I don't know if there's any problem with me joining the necroposting, but I wanted to know if anyone can help me here too. Every time I enter the shop event (with the conversation switch on) the CANCEL button works the same way as the conversation button. I had seen a similar problem on another page in this topic and I saw that I was supposed to set the Common Event ID to none, but the problem persists.
  14. your switch in the parameter is 0, as you use 50, but there is
    little info what happens on the common event as its best to be
    into english to see what went wrong.
  15. ShadowDragon said:
    your switch in the parameter is 0, as you use 50, but there is
    little info what happens on the common event as its best to be
    into english to see what went wrong.
    The 0 in the plugin parameter is like that because on another page I had seen that it was to be set to 0 to solve the problem of it repeating the common event when exiting. Does this number need to be the same within the event page?

    I put my program in English version.
  16. [here] is a setup how to set it.
    make sure the switch, common event are equal, and id to the id
    of the common event matching.

    I don't know it otherwise, hard to tell if the rest is correct.
  17. Hello! First of all I just wanna say thank you so much for this plugin, its incredibly useful!
    I've been having an issue however. I don't know if there's something I've misunderstood, but.
    Is the switch you set in the plugin parameters the same one you use in the event structure under shop? Because for some reason, when I use cancel to close my shop, the common event keeps triggering, effectively softlocking me into the shop event.
  18. i dunno if this thread is active anymore, but i'm sort of struggling and haven't figured out how the talk option works, like when i press it it doesnt really show anything... is there something i need to put in the event for the talk option? variables? switches? conditions? especially if i wanna use it for different shop keepers with different dialogue and messages. screenshots will help if you have any for this!^^
  19. LocalSaladBowl0 said:
    i dunno if this thread is active anymore, but i'm sort of struggling and haven't figured out how the talk option works, like when i press it it doesnt really show anything... is there something i need to put in the event for the talk option? variables? switches? conditions? especially if i wanna use it for different shop keepers with different dialogue and messages. screenshots will help if you have any for this!^^
    its a few time said, on page 11 on top or sample on post [#16 here]
  20. tried to put name window...thought yep message core would work but it seems it doesn't. Or...anyone can help me to make the name window?