Making a pub

LeoHalliwell

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So in my game, my Inn's first floor is the tavern, and I'm trying to make it so that when my character buys something, it is consumed immediately. I know how to make them buy the item and such. I don't need any fancy drinking/eating animations, I can just put text or something saying that they have eat/drank the item. If anyone has any insight, that'll be much appreciated. If not, I can do without the bar. I just thought that it would be nice to have a place to buy cheap stat boosts, and hp/mp recovery and such. 
 
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Isn't there a thing called "change party hp" in the event menu?
 

Andar

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Don't use the quick shop system to purchase, but make the barkeeper an event with manual codes.


Upon triggering the event, use show choices to give the player option what to buy, then in each branch check if the player has enough gold (conditional branch) and either deny purchase or reduce Gold by price and apply any effect of the purchased object together with its text.
 

LeoHalliwell

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Isn't there a thing called "change party hp" in the event menu?
Yes, but I need to do it for individual items that you purchase, not just one event. As you can see, I have a shop menu pulled up, and several different items for sale. When the character purchases the item, I need it to be consumed right away, not go to their inventory. (Hence why it is so cheap). I can make the item do what I need it to in the items menu, I just need it not to go to inventory. 

 http://imgur.com/h2GiSQ0
 

LeoHalliwell

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Don't use the quick shop system to purchase, but make the barkeeper an event with manual codes.

Upon triggering the event, use show choices to give the player option what to buy, then in each branch check if the player has enough gold (conditional branch) and either deny purchase or reduce Gold by price and apply any effect of the purchased object together with its text.
Okay. I think I get it. I'll have to look up how to do a conditional branch, and reducing gold. I'll let you know how I did as soon as I put it all together.
 

Zoltor

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Don't use the quick shop system to purchase, but make the barkeeper an event with manual codes.

Upon triggering the event, use show choices to give the player option what to buy, then in each branch check if the player has enough gold (conditional branch) and either deny purchase or reduce Gold by price and apply any effect of the purchased object together with its text.
^ Yea this. Unless you're making a run of the mill weapon, item or armor shop, don't use the quick shop option, as It's extremely limiting, since the option was only created with the dime a dozen shop type in mind, nothing else.
 

LeoHalliwell

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So far, I did the Beer, and it has worked great! I don't know if the exp or HP up worked, as my character starts at lvl 5, and I don't have enemies programmed, but it did work as far as taking away my gold. Was a bit of a process, but it worked like I needed it to.  That's what it looks like so far, is that done right? I playtested it before and after I got gold, and it seems to work, okay though. 

screenshot pub.png
 
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