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 Custom currency merchant. Expanded loot table.

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Orisius
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PostSubject: Custom currency merchant. Expanded loot table.   Sat Jun 23, 2012 8:28 pm

I haven't had much experience with designing events outside the GUI and I was wondering if there was a way to achieve this through the GUI or if you could kindly point me in the direction where I could learn to do this with custom scripts.


Thanks!


What I'm trying to achieve is having a basic merchant screen while being able to use inventory items as currency instead of gold (or whatever you might call it).

Also a side note, is there a way to expand an enemies loot table through custom script?
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PostSubject: Re: Custom currency merchant. Expanded loot table.   Mon Jun 25, 2012 1:41 am

This can be achieved fairly easily. I'll try to explain it.
1) Create the event that will act as your "shop."
2) Text saying "Hello, and welcome...blahblahblah... What do you want to buy?"
3) Display Chices, "Item 1, Item 2, Item 3, More" (If you want 4 items, replace more with 4)
4) When 1: Text: "You want Item 1? It will cost 3 potions!"
5) Show Choices, "Buy, Do not Buy"
6) When Buy:
Variable Operation: (this is where XP,VX and VXA difer slightly) Set variable 1 to the number of potions present.
VX: Control Variables, Set, Item: 001: Potion in Inventory
VXA: Variable Operation: Substitute, Game Data, Item, 001:Potion is Present
7) Conditional Branch: Variable 0001 is equal to or greater than 3 (since Item 1 costs 3 potions)
Be sure to check "Set handling when conditions do not apply"
8.) When conditions met, Add Item 1, Remove Potion x3
9) When not met, Text: "You dont have enough Potions"

Repeat this process for all the items.

It is VERY complicated to some people but once you gain experience in how RPGMaker works, its fairly easy to do just about anything. If you still don't understand, I can record myself doing it on video and post it here so you can see it better. =D
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PostSubject: Re: Custom currency merchant. Expanded loot table.   Mon Jun 25, 2012 12:55 pm

That GUI thing there was what i was trying to avoid due to not being able to see item stats but i guess i could make a pretty complicated menu system to do that too.

I usually do that same event almost but i use a lot of labels instead of variables.


EDIT: Forgot to mention i was using VXA in case that means anything.
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