Super015

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Hello everyone! I have a problem that I really don't know how to solve ... I would like an item to be available in a shop only if I already have another specific one item in my inventory.
 

Kunabee

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There's several ways to do it:
-Have a dialogue option show up if you have the item in your inventory, without bringing players to the shop screen
-Create a conditional branch. "If Item (the unlock item)", and in that branch, add the special item. In the other branch, have shop processing NOT involve that item.
-Use a plugin, like the one Frostorm suggested.

Personally, if this is the ONLY special shop option you're using, I'd avoid using the plugin. But if you're doing multiple fancy things with your shops, the plugin is ideal because it streamlines things.

Especially in MV, you can do most things plugins can do without them. There's very few occasions when you absolutely NEED a plugin - you're doing a lot of things that would be streamlined with a plugin, the functionality just DOES NOT exist and cannot be 'faked' in MV itself, etc.

I have only recently learned this myself.
 

Super015

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Sadly, I've to apply this system to many shops in the game. Thanks everyone for the answers!
I'll try to use the script suggested by Frostorm, although I see that I've to install a core plugin, hope it does't give me incompatibility issues!
 

ShadowDragon

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if you have YEP_ShopCore, it doesn't, but otherwise, you can make
JS evals with [BO_CustomShops] or XL version of it, its compatable
with other shops as well :) just place it below those.
 

Super015

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Thanks for the advice, for now I'm using the plugin suggested by Frostorm and it works very well, if I've any problems I'll try the one suggested by you! :kaojoy:
 

ATT_Turan

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Especially in MV, you can do most things plugins can do without them.
That's generally true, since plugins are just JavaScript code and the editor allows you to insert JS in a number of places, you can replicate some of that. And then some of the rest of the functionality can be duplicated if you make sufficiently convoluted events with huge nests of conditionals and using your global variables and such. I'm still not convinced that equals out to "most," as a lot of the plugins that get used and recommended involve executing commands at times that the engine just doesn't otherwise.

But even if it were most-to-all, that's not really a reason to not use plugins - part of the concept of RPG Maker is to be user-friendly and minimize how much coding knowledge is needed to make a decent game.

Just because you might be able to figure out a way to duplicate some functionality in the editor without using a given plugin doesn't mean it makes sense for you to spend the time and effort to do so.
 

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