MERCANTILE BONUS
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I'm working on a game, and one of the factions has higher luck than the others. I would like to learn how to give this faction extra currency when one of their members sells things or a lower price when buying them.
Do I need a script?
Do I need a script?
Is the discount or extra currency based on a percentage or anything? you could just always have a switch that triggers a lower priced shop when you are a member of that certain faction.
author=InfectionFiles
Is the discount or extra currency based on a percentage or anything? you could just always have a switch that triggers a lower priced shop when you are a member of that certain faction.
It would be based on your luck level.
author=pianotm
Just put a discount version of the store behind a switch.
https://rpgmaker.net/tutorials/909/
Thank you, Piano. I will try that when I get the chance.
I don't know how to tie it to any of your parameters, so that tute won't help you figure out how to tie it to luck.
Edit: It would take a conditional branch and variable, but I think it will probably need a script call.
Edit: It would take a conditional branch and variable, but I think it will probably need a script call.
It should work without a script call.
Basically just have an event set a variable equal to the Luck stat.
The question is, what, exactly, do you want it to do? Do you want it to do a particular formulae with the luck stat (say luck/10 as a multiplier)? Or have set limits (say, if luck is over 30 then have a set bonus)?
Basically just have an event set a variable equal to the Luck stat.
The question is, what, exactly, do you want it to do? Do you want it to do a particular formulae with the luck stat (say luck/10 as a multiplier)? Or have set limits (say, if luck is over 30 then have a set bonus)?
author=Liberty
The question is, what, exactly, do you want it to do? Do you want it to do a particular formulae with the luck stat (say luck/10 as a multiplier)? Or have set limits (say, if luck is over 30 then have a set bonus)?
This is the big question. If the price of an item is literally a function of LUCK, then I might know of a way to set that up, depending on what the function is. If the character (party?) has to exceed a certain value when it comes to LUCK to get a discount, I feel that would be a Conditional Branch.
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