How to make weapons/armour unsellable?

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WickerCrusader

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Alright, so I am currently making a game where the protagonist is supposed to acquire a special sword at the start of the game.

Of course, he cannot carry the sword throughout the entire game as it is, because it will soon become obsolete at the higher levels.

So, I got the idea to make it so that you can buy an upgrade for the sword every five levels or so.

This would be done by removing the original sword from the inventory, and replacing it with a copy that has increased stats.

But what i don't know how to do, is to make it so that the player CANNOT sell the sword. 

It wouldn't be very immersive to be able to upgrade the sword you just sold to the merchant down the street. 

Could anyone tell me how i would go about this?
 
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Zoltor

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Alright, so I am currently making a game where the protagonist is supposed to acquire a special sword at the start of the game.

Of course, he cannot carry the sword throughout the entire game as it is, because it will soon become obsolete at the higher levels.

So, I got the idea to make it so that you can buy an upgrade for the sword every five levels or so.

This would be done by removing the original sword from the inventory, and replacing it with a copy that has increased stats.

But what i don't know how to do, is to make it so that the player CANNOT sell the sword. 

It wouldn't be very immersive to be able to upgrade the sword you just sold to the merchant down the street. 

Could anyone tell me how i would go about this?

Setting the price at 0 in the database, makes the item unsellable.
 
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Ultim

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I have a tutorial.Like always.

Piece of Cake Part

-Make the weapon Ex : Awesome Sword.

-Selling price = 0 AKA what Zoltor said.

"Hard" Part

-Now,make a Blacksmith Event.

Random Stupid Suggestion Part :

-I have a lame idea.You can make the sword upgradeable at specific points of the game ? Because I have found no way to check the player's level...

*Cough* Back to the "Hard" Part now.

-That blacksmith offers you to upgrade "Awesome Sword" for 1000 G every time the specific quest is completed.Ex : "Completed Quest For Awesome Sword!" : Blacksmith : I will upgrade blah blah...."Didn't complete Quest For blah blah..." Blacksmith : I bought some awesome apples from the merchant down the street".*

-The cost increases as you progress the game.With it the weapon becoming more dangerous.

-To the switch part,make different copies of THAT sword.Ex : there are 5 levels of upgrades.Then make 5 copies with increasing stats.

-Switch Pt.2,Whenever you give the Blacksmith the sword,this is when the magic happens,The normal Awesome Sword is removed,then the super-awesome version of the Awesome Sword is given to the player.Then the gold is decreased.Here's a screenie of how the event may look like :

1st Tab
EventTutorialLOLWUT.PNG

2nd Tab

EventTutorialLOLWUT2.PNG

3rd Tab

EventTutorialLOLWUT3.PNG

-For 5 upgrades,you need to make a lot of pages.Now you know how to make them.

-Hope I helped !

Happy Game Making.
 

WickerCrusader

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Oh, well i just feel stupid now. 

I had assumed that a price of zero meant that you would simply get nothing while selling it.

I never bothered trying because i asked this question far in advance from when i would need it, so that i wouldn't be waiting too long for responses.

And i didn't mean to check levels, or do stuff where you upgrade after each quest, but the tips are much-appreciated.

I actually planned to make this work by using this gameplay structure:

Player grinds levels and gets weapons and amours until they are at the recommended level for the current hub world's dungeon.

Upon defeating the boss of the dungeon, a cutscene starts, and the player ends up in the next hub world.

The player can then upgrade their sword at the main city/town's blacksmith.
 
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Ultim

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For that "Recommended Level" and stuff,I found a cool way.You can make the level as a variable,it increases everytime you level-up.At the entry of the dungeon,you can make a conditional branch checking that variable.Ex : You need level 15 to enter the current hub's dungeon,when at the door,The Gatekeeper checks you level,if it's 15 or higher,you can pass.If it's under 15,you shall not pass.

-Sorry if I was too complicated ;)

Happy Eventing !
 

WickerCrusader

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That sounds like a great idea, but excuse me if i sound like a complete newbie, which I am, how do I make a variable increase whenever I level up?
 

Ultim

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@WickerCrusader : No problem.I was a newbie too.But one question,are you using the normal battle-based Level-Up System ? Or it's just completing quests and collecting stuff ? (with some battles)
 

WickerCrusader

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It is the normal system, but you do collect things. There are very few side-quests, and you can easily be locked out of them if you complete a dungeon too soon. The items, besides potions and whatnot, are mostly acquired in cutscenes, and are used to further the story.

For example, you find a jade pendant at one point, which you use to "prove" you are a member of the Cult, and gain access to their lair.

A fun quirk about the game, is that magic is not taken for granted. It is an ancient dark art that requires hours of preparation, and has great power,

such as reviving the dead, swaying others to join your cause, and such. Since none of the protagonists know how to perform magic rituals, it is never used even ONCE in the game, except by the NPCs.
 
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WickerCrusader

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Well, to be fair, i didn't come up with the whole thing with magic not being taken for granted, since the game is largely based on certain films and books but i did come up with the structure of the thing myself. Hopefully the link you posted works, even though it's not for Ace.

And is it just me, or does the default music for Ace just not fit anything fantasy-related?  >_>

From what I've experienced, the music in XP is much better.

Just another question, is it against the rules to post a fan-game based on a fantasy film here?
 
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Zoltor

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That sounds like a great idea, but excuse me if i sound like a complete newbie, which I am, how do I make a variable increase whenever I level up?
Well technically you don't have it tied up to the level up system. Basically you just reset the lv variable every time a battle ends, and your char ends up back on the map.

Make a common event autorun, thus require a switch(reset variable/turn off switch). Then make a troop event command turn on switch at the start of the battles.
 
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WickerCrusader

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You've already lost me.  :unsure:

I have no idea how to do a "common event autorun" and i don't know how the heck to make a troop event command thing.

Unless of course by common events you mean the normal events set to autorun. In that case all I don't know is how to trigger a variable after the end of the battle, and for that matter, you don't level up every time you leave battle, so how would that work?
 
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Kes

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If you don't know common events and variables (and by the way there is one specifically for the actor's level) then I suggest you have a look at the variables tutorial and some of those in Andar's compilation as this is very basic stuff.
 

Zoltor

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You've already lost me.  :unsure:

I have no idea how to do a "common event autorun" and i don't know how the heck to make a troop event command thing.

Unless of course by common events you mean the normal events set to autorun. In that case all I don't know is how to trigger a variable after the end of the battle, and for that matter, you don't level up every time you leave battle, so how would that work?
In the database, there's a tab called common events.

Common events are mainly used for events that aren't specific to to any map, so they can be used or called nomatter what map you are on(they can only be called, if you want to use them in battle, autorun/Par proc only work if char is on a actual map).

As for troop event, if you set the time to run page to battle, at the start of each battle using that troop, it will run that pages event.

Also, what ksjp said.
 
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Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


Please start NEW threads for new questions, rather than asking everything you come up with in a single thread.
 
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