[RMVX ACE] [SCRIPTING] HELP WITH A CUSTOM SHOP SCRIPT PLEASE?
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Hi! ^w^/)
I'm using Mepps' custom shop script, and the game I'm making only uses "Key Items", so I was wondering if there was a way to remove the item category select when you choose the "Sell" option.
I just want it to automatically assume that the items I want to sell are in "Key Items".
The script is downloadable from here if someone can edit it for me. ^ ^
http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/custom-shop-system/nothing
I'm using Mepps' custom shop script, and the game I'm making only uses "Key Items", so I was wondering if there was a way to remove the item category select when you choose the "Sell" option.
I just want it to automatically assume that the items I want to sell are in "Key Items".
The script is downloadable from here if someone can edit it for me. ^ ^
http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/custom-shop-system/nothing
The hack I did to remove "Item" from the "Vendor" (ie: "sell") window looks something like...
...this. It's still possible to have regular (ie: non-key) items show up in the "Comprar" (ie: "buy") window. However, the "Items" category does not show up in the "sell" window. However, if all Items are Key Items, this might be okay?
class Window_Categoria < Window_HorzCommand def make_command_list #add_command(Vocab::item, :item) add_command(Vocab::weapon, :weapon) add_command(Vocab::armor, :armor) add_command(Vocab::key_item, :key_item) end end
...this. It's still possible to have regular (ie: non-key) items show up in the "Comprar" (ie: "buy") window. However, the "Items" category does not show up in the "sell" window. However, if all Items are Key Items, this might be okay?
Hello again, Marrend! :3
Could I maybe ask for your help again with the same script?
To put the problem as simply as possible, whenever I buy something, this shows up:
And to put the goal as simply as possible, I'd like for it to not show up.
Could you please help me?
I'm sorry I keep pestering you with these dumb script problems, but you're super awesome at editing scripts so... ^ ^,
Could I maybe ask for your help again with the same script?
To put the problem as simply as possible, whenever I buy something, this shows up:

And to put the goal as simply as possible, I'd like for it to not show up.
Could you please help me?
I'm sorry I keep pestering you with these dumb script problems, but you're super awesome at editing scripts so... ^ ^,
Let me see if I understand this situation. Both items you are highlighting in that screenshot are pieces of information players need, or would otherwise want, when dealing with a shop. One thing is the item they are purchasing, and how many players are looking to purchase. The other, I think, is a running total of how much the exchange would cost them, given what item they are buying, and how many.
Unless you're subtly telling me players are not allowed to purchase multiples of an item, and to skip this window entirely?
Unless you're subtly telling me players are not allowed to purchase multiples of an item, and to skip this window entirely?
Yeah, there's no multiple purchases in my game so I was wondering if I could just remove that entire box and stop it from ever even coming up after you press enter on the item you want to buy. x3
I tried looking around in the script to try and see if I could find which window that was, but I couldn't find it.
(It isn't the "dummy_window" is it?)
I was able to find and edit all the other windows myself, though.
Sorry, I really need to be more specific. > <
I tried looking around in the script to try and see if I could find which window that was, but I couldn't find it.
(It isn't the "dummy_window" is it?)
I was able to find and edit all the other windows myself, though.
Sorry, I really need to be more specific. > <
Off the top of my head, I would say that it's calling an instance of Window_ShopNumber to call up that window. So, the logic in my head is that we I have to do is figure out where the "Compar"/"buy" process calls that window, and just have players buy a copy instead.
At least, I think that's how it would work? I'll... get back to you on this!
*Edit: So, here's the hack I came up with in regards to evading both buying, or selling, in multiples.
I mostly assumed that selling in multiples was a no-no, since buying in multiples was out. If this is not true, let me know, and I can try to find a workaround!
At least, I think that's how it would work? I'll... get back to you on this!
*Edit: So, here's the hack I came up with in regards to evading both buying, or selling, in multiples.
class Scene_Shop < Scene_MenuBase def on_buy_ok @item = @buy_window.item #@buy_window.hide #@number_window.set(@item, max_buy, buying_price, currency_unit) #@number_window.show.activate Sound.play_shop do_buy(1) @gold_window.refresh @status_window.refresh @buy_window.activate end def on_sell_ok @item = @sell_window.item @status_window.item = @item @category_window.hide #@sell_window.hide #@number_window.set(@item, max_sell, selling_price, currency_unit) #@number_window.show.activate Sound.play_shop do_sell(1) @gold_window.refresh @status_window.refresh @sell_window.refresh @sell_window.activate end end
I mostly assumed that selling in multiples was a no-no, since buying in multiples was out. If this is not true, let me know, and I can try to find a workaround!
Ah! Marrend, you never cease to amaze me! O_O
It works perfectly! ^u^
In my game, sellable items don't even exist, so it's fine the way it is.
I'm pretty certain this is the last script I'll need for my game so *coughhopefullycoughcough* I won't need to be a bother anymore. x3
Thanks a bazillion once again! ^a^/)
It works perfectly! ^u^
In my game, sellable items don't even exist, so it's fine the way it is.
I'm pretty certain this is the last script I'll need for my game so *coughhopefullycoughcough* I won't need to be a bother anymore. x3
Thanks a bazillion once again! ^a^/)
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