How do I...give unique dialogue when you try to buy/sell certain items?

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I want the Process Shop keeping to be a bit more interactive. When you try to sell certain things, the buyer should say something like "I don't want that" etc. Or, maybe he WILL buy it, but make a remark about it's appearance before taking it.


How exactly do I go about doing that? I have a feeling I need conditional branches, but I'm not exactly sure how to intertwine that with the shopkeeping process
 

Andar

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you can't.

you have three options to choose between:
1) use shop processing as-is
2) use event commands to simulate selling things with show choice, conditional branch and more
3) ask someone to write a plugin for advanced shop functions including interactions.

only by programming a plugin the shop processing command can be changed - and if you do that it's usually easier to program an independent shop system.
 
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you can't.

you have three options to choose between:
1) use shop processing as-is
2) use event commands to simulate selling things with show choice, conditional branch and more
3) ask someone to write a plugin for advanced shop functions including interactions.

only by programming a plugin the shop processing command can be changed - and if you do that it's usually easier to program an independent shop system.

Ahh, how unfortunate. I thought for sure there was an easier way to do so, but it seems like option 2 will have to do then.

Thank you!
 

Triangle45

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Don't run a Shop Processing. Instead do this:

Show message: "Hi. What do you want to sell?"
Show choices: (here select the special items you want some flavor for) Sandals, Medicine, Gun
When "Sandals"
Show message: "Ew they stink, I'll only give you 10$ for these"
Change item: Reduce -1 Sandals.
Change currency: Add +10

When "Medicine"
Show message: Ok I have a lot of these but whatever.

When Gun:
I AINT BUYING THAT! GET OUT

etc, shop can be bypassed using the Choices option, don't get frustrated ::)
 
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Don't run a Shop Processing. Instead do this:

Show message: "Hi. What do you want to sell?"
Show choices: (here select the special items you want some flavor for) Sandals, Medicine, Gun
When "Sandals"
Show message: "Ew they stink, I'll only give you 10$ for these"
Change item: Reduce -1 Sandals.
Change currency: Add +10

When "Medicine"
Show message: Ok I have a lot of these but whatever.

When Gun:
I AINT BUYING THAT! GET OUT

etc, shop can be bypassed using the Choices option, don't get frustrated ::)
Hey thanks man! I think my only problem here is that I'd have to find a way to have the choices hidden in the first place. My game is not linear, and there are things you can find scattered anywhere at any time to find and sell. A few of these items can be stacked as well, but not all.

I don't want to have the choice if you don't have the item in the 1st place! :o
In addition to that, how would the choice disappear once you DO sell the item? :o
 
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Triangle45

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Hey thanks man! I think my only problem here is that I'd have to find a way to have the choices hidden in the first place. My game is not linear, and there are things you can find scattered anywhere at any time to find and sell. A few of these items can be stacked as well, but not all.

I don't want to have the choice if you don't have the item in the 1st place! :o
In addition to that, how would the choice disappear once you DO sell the item? :o
Use conditionals. This is useful for those times when you want a shop process without the shop process, you have to start from zero (because you might "buy" the item even though you don't have money or "sell" something when you don't even have it. So create conditionals:

If playes has MagicKey, show it as an option, if you don't, the event will skip that part and go to the next. It can be a little troublesome though, but for me it works because I just cant figure out how to work scripts. For me its messy, but I understand it, also once you "sell" it, put a Change Item, reduce -1 said item so you are left with 0, that way the option wont appear again once you sell the item.
 
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Use conditionals. This is useful for those times when you want a shop process without the shop process, you have to start from zero (because you might "buy" the item even though you don't have money or "sell" something when you don't even have it. So create conditionals:

If playes has MagicKey, show it as an option, if you don't, the event will skip that part and go to the next. It can be a little troublesome though, but for me it works because I just cant figure out how to work scripts. For me its messy, but I understand it, also once you "sell" it, put a Change Item, reduce -1 said item so you are left with 0, that way the option wont appear again once you sell the item.
OHHHHHhhh I get it now!!
Gosh sometimes I forget how open conditional branches are. Thank you sir!! X3
 

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