Hi in my game you need to plant seeds and turn vegetables into animal food. To keep your money up you need to sell some of your vegetables to a market person. I was wondering if you could make him be only able to buy vegetables. He is an npc.
I set up shop processing in his event but if I make so that you can sell stuff there you can ell anything to him and I only want to be able to sell vegetables or animal feed to him. This can be done with scripts or events, I don't care, though if it I a script it has to be raw paste data not a download. Thanks in advance.
Vegetable stall Help!
● ARCHIVED · READ-ONLY
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http://www.rpgmakervxace.net/topic/603-limit-sell-items-to-buy-item-selections/
this will allow you to only be able to sell what you can buy, and I'm having trouble finding the script that allows the item selection process to work with regular items as well, but there's also this http://galvs-scripts.com/2012/12/07/use-item-on-event/
I made a demo for you, actually. Hereya go
https://drive.google.com/file/d/0B9oxIE0LXB7cbXF1aS0tWTdOOGs/edit?usp=sharing -
I want to only be able to buy seeds and only sell vegetables. In the script above you have to be able to buy vegetables if you want to sell them. maybe a nice person could make a script for me.
Also shiori4me I ca't download any thing onto my computer, so I can't download your demo. thanks anyways. -
I'm confused. You can't download anything yet you have RPGMaker installed? And oops, must not have read that part.
I can't give you a screenshot since they come off the screen a bit -
I have the boxed cd copy of rpg maker. Sorry about not being able to download anything. Its my parents and they set up some controls that keep me from downloading any thing.
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I have not used this script so I can't say with 100% certainty it does what you want, but it seems like it would...
Hime Works' Shop Manager and Sell Only Shop
It seems like if not able to do it directly with the script you could possibly make a dialog choice of Buy (leading to a shop that hides everything except seeds) or Sell (leading to sell only vegetables shop).
If you do use it be sure to read the Terms of Use to make sure it is appropriate for your project, if not hope someone can make what you need...good luck! -
Thanks, but this isn't quite what i want. I want to be able to choose exactly what item i can selll to the shop just like you can choose exactly whitch items the shop sells.
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Did you try out this then event it? http://galvs-scripts.com/2012/12/07/use-item-on-event/
That's what I used to make the demo.
The way I did it could be better.
Okay, make 3 items. Carrot, Onion, and Potato. Items 21 through 23.
Then event this process:
then play and press the A key on your keyboard to access your items and S/D to scroll through types then select an item to sell.SpoilerConditional Branch: Script: key?:)item,21) or key?:)item,22) or key?:)item,22)
Conditional Branch: Script: key?:)item,21)
Variable Operation: [0002:item referring to] = 21
Variable Operation: [0003:current amount] = item 21 Carrot amount
Branch End
Conditional Branch: Script: key?:)item,22)
Variable Operation: [0002:item referring to] = 22
Variable Operation: [0003:current amount] = item 22 Onion amount
Branch End
Conditional Branch: Script: key?:)item,23)
Variable Operation: [0002:item referring to] = 23
Variable Operation: [0003:current amount] = item 23 Potato amount
Branch End
Display text: "What are you doing with this?"
Display Choices: I want to sell, It's for you, Nevermind
When [i want to sell]
Display text: "Okay, how much?"
Display text: "Choose an amount. You currently have \V[3]."
Label: start again
Numeric Input Processing: [0004:amount selected], 3 Digit(s)
Conditional Branch: Variable [0004:amount selected] > 0
Conditional Branch: Variable [0004:amount selected] >= Variable [0003: current amount]
Conditional Branch: Variable [0002:item referring to] == 21
Variable Operation [0005: money amount] = 6
Conditional Branch: Variable [0002:item referring to] == 22
Variable Operation [0005: money amount] = 5
Conditional Branch: Variable [0002:item referring to] == 23
Variable Operation [0005: money amount] = 10
Variable Operation: [0005: money amount] *= Variable: [0004: amount selected]
Display Text: "Okay, \.I can give you \V[5] Gold for that."
Display Choices: Yes, No
When [Yes]
Conditional Branch: Variable [0002:item referring to] == 21
Change Item: [Carrot] -= Variable [0004:amount selected]
Branch End
Conditional Branch: Variable [0002:item referring to] == 22
Change Item: [Onion] -= Variable [0004:amount selected]
Branch End
Conditional Branch: Variable [0002:item referring to] == 23
Change Item: [Potato] -= Variable [0004:amount selected]
Change Currency: + Variable [0005:amount of money]
Define Movement Route: Player (Wait)
$>Wait: 60 Frames
$>Play SE: 60 Frames
$>Wait: 40 Frames
When [No]
Display Text: "Thanks anyway."
Branch End
Branch End
Else
Display Text: "(It seems I have overestimated how much I have)"
Jump to Label: start again
Branch End
Else
Display Text: "Nevermind."
Branch End
Branch End
When [it's for you]
(I'll leave this up to you)
Branch End
When [Nevermind]
Display Text: "Alright. Have a nice day."
Branch End
Script: end_key
Branch End
Else
Display Text: "I can't do anything with that."
Branch End
Comment: <key>
A carrot will get you 5 gold per piece, an onion 4, and a potato 10.
If you select the amount to give him as 0, the hero will say nevermind.
If you select more than you have, then the amount-selection process will occur again. -
I am using item call wheat tomato and carrot. Do they have to be key items or not? also what are you variable operations. do you choose the control variables command in the first tab or what. I don't get that.
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Yes, the first tab, you change variables with that. And no, key is just a term used by that script. It doesn't have to be a key item.
If you don't know how to control variables and the like, check out this topic
http://www.rpgmakervxace.net/topic/11719-master-tutorial-list-vx-ace/ -
thanks for trying to help me. i'll check out that topic. Sometimes you can tell me the first line of something and i'll run away with it. Other times i can be really stupid.
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Well you are, like, 13. I don't think I would be very good at RPGMaker at 13. I sucked when I first picked up VX when my friend showed it to me
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though I don't get what you mean when you say variable operation for example the first variable operation I would make a variable called item referred to, and set it as equal to the id number of the carrot item? I can be really obtuse sometime maybe you could just show me a screenshot of ho it would look like in an actual game.
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it is almost working. I can't press a to bring up the items screen, and even if I have the items I want to sell it says I have overestimated how much I have. I did it like you said above in your spoiler and it isn't working. I have galv's script. can you help me again
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Oops.
I had changed it, and now I realized I was right the first time.
Change
Conditional Branch: Variable [0004:amount selected] >= Variable [0003: current amount]
to
Conditional Branch: Variable [0004:amount selected] <= Variable [0003: current amount]
meaning If the amount selected is less than or equal to the amount of the item you actually have. -
ok i'll try that.
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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
supertristan00, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
I think Tsukihime made a shop script where you could restrict the items that could be sold. You should be able to find it on the Master Script List. -
The vendor always tells me that I have 1 even when I have more or less than one and I can't call up the item screen by pressing "A". Also I still can't sell anything to him.
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oh, I think I might know where I went wrong .
EDIT: It didn't work. could either make a script for me or make a screenshot of the actual event page please?
EDIR: Sorry didn't mean to double post. -
Although the right side of some stuff is cut off since you can't scroll left and right on the event editor,