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A SHOP THAT SELLS ONLY ONE OF EACH ITEM (RM2K3)

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I am trying to set up an ability customization menu that just uses the RM2k3 default shop menu. I would do this by making an item for each of my spells. Your money would be stored elsewhere temporarily and replaced by the amount of skills points that you can spend on abilities. Then the items would immediately teach you the skill via some common event and then be removed from inventory. I thought my method would work, but then I realized I would need to prevent the player from purchasing the same ability twice to have it make more sense. Also, you will be allowed to access this "shop" at any time once you have a certain unlimited use item in your inventory.

A more detailed explanation of what I'm trying to accomplish is below.

From my not-yet-accepted/pending game page:

I'm also thinking about doing an ability system that is sort of like a combination between Paper Mario badges and the FFXI abilities systems. Basically, what I had in mind was heroes level up normally, but each spell/skill would be worth a set number of points. If your point total among all of your currently learned skills is high enough, you get access to stronger skills that you would normally learn later, but you have to substitute them for lesser skills (which can be substituted back if you choose). This would give players the choice to have a hero with only a handful of strong skills instead of a bunch of weaker skills. However, it might be a challenge for the player to find the right balance between skill strength and SP (SP is the equivalent of mana or MP in this game) consumption as stronger skills will require more SP to use, and you may not want to be left dry of SP after a single attack.

Any suggestions would be appreciated. Thanks!

Also, if there is some kind of plug-in that I can use for this kind of purpose, could you name it?
i would say make a custom menu system that looks and acts identical to the default shop system. it wouldn't be very difficult and i could help out. i dont know of any way to do what you're suggesting, but then again i've never dealt much with that default shop system.
The old & ugly way would be to give 98 of every skill item for the player, then after the playes shops you remove 98 from the inventory and do the usual check. Of course it'll look ugly because it'll appear that you're buying the 99th one but hey, it's functional and your player will only be able to buy 1. Functionality & speed pays more off than beauty anyways, so I'd do it this way and then forget about it until the game's finished and polished. xD
author=JosephSeraph
The old & ugly way would be to give 98 of every skill item for the player, then after the playes shops you remove 98 from the inventory and do the usual check. Of course it'll look ugly because it'll appear that you're buying the 99th one but hey, it's functional and your player will only be able to buy 1. Functionality & speed pays more off than beauty anyways, so I'd do it this way and then forget about it until the game's finished and polished. xD

Ooo, that sounds like a really good idea. Let me try this. Thanks!

Yeah, I didn't realize that just forcing the player to max out would disable getting more than 1. I'm going to stick with this. I'm more interested in getting the game balanced and whatnot which wouldn't require a custom menu, something I didn't want really want to have to make anyways.
if you give the player 98 of each item wouldn't they be able to see them all before they should, by going into the sell menu. but it seems like you probably don't care.
Why would someone enable the sell menu in a skill shop where skills are automatically used up once the player leaves the shop? o_O
author=Link_2112
if you give the player 98 of each item wouldn't they be able to see them all before they should, by going into the sell menu. but it seems like you probably don't care.
author=JosephSeraph
Why would someone enable the sell menu in a skill shop where skills are automatically used up once the player leaves the shop? o_O

Yeah, I made sure to disable the sell option for this "shop".

And it's not that I don't care as much I care for other things more.
author=Shoobinator
And it's not that I don't care as much I care for other things more.


like making the game fun, instead of spending a month to code a CMS to mimicize one that's already built xD
i never used the shop before, so i didn't know you could disable sell. and hahaha a month to code a cms? oh my...exaggerating is fun ;)
Okay, so I got it all to work how I wanted, but now I gotta balance the costs and everything. =/
author=Link_2112
and hahaha a month to code a cms? oh my...exaggerating is fun ;)


Kinda depends on how much free time you have and how much you're tired in this free time ^^'

author=Shoobinator
Okay, so I got it all to work how I wanted, but now I gotta balance the costs and everything. =/

Balancing should be a breeze, though. Any doubts, try a blog post. They're pretty sweet in case you wanna ask for opinion / show off balance progress.
Yeah, I'll have to see once I have more enemies and bosses made. Thanks!
A better way of doing this besides 98 of each item would be to make a parallel process event that checks for whether a dummy hero has a certain skill. You can't see this skill anywhere but it gets added after you grab this item. During the Fade In of the screen, all this process runs in a fraction of a second, turning switches on so the item doesn't show up. You can reuse this by shutting these off when you leave.
Another thing that you could do is to not sell the stuff in an interface, but rather in the store itself. What I mean is that you have a bunch of items laying around in the story, that the player can interact with. So a player can examine item A and then confirm to buy it. Upon buying that item have a switch go ON that makes item A in the store disappear.
You could also have it variable based, and feed off the others. When you enter a new town for the first time, it could add +1 to the variable. When you go back to the old town, you find they've restocked with new items (not the same ones as town 2, making it something to keep exploring towns for). Whenever they restock, all the switches get turned off.

Something like this:

If Town2Visited ON

Else
+1 Stock
Town2Visited ON
End

When first entering the town. And you have some kind of restocking condition where there's an old stock variable and a second one, and you switch off all in item switches if the one is greater than the other.

Both good suggestions, but I got the shop menu to work how I intended. This "shop" (not really a shop, more of another menu) is going to be called by an item that you get early in the game and will be available in your inventory.

I intended for this item to be used at any time that you can access the main menu, so the town shops idea wouldn't quite work for my idea. You will be able to reallocate points like Badge Points in Paper Mario, so that battles will be as much about preparation as execution and there won't be the inconvenience of going all the way back to town in the case that you needed "that one spell" that you realized would be particularly useful in a certain area.

Maybe I'll get around to posting a video of exactly how this system will work.
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