Shop Manager

Crimson Dragon Inc.

Crimson Dragon
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i followed the instructions on the skill shop page yet it doesnt seem to bring any skills/spells to the shop list even though i put them there
 

Tsukihime

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You'll have to show how you set up the database and shop I don't know why it might not be working.
 

Tsukihime

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Additions

1. Price formulas. More info at http://forums.rpgmakerweb.com/index.php?/topic/19317-shop-option-price-formulas/

2. I have noticed that some people want "easier" ways to add items to the shop list. I have provided the following script call:

add_shop_good(good_id, item_type, item_id)add_shop_good(good_id, item_type, item_id, price)Where the good_id is the ID you want to assign to the shop good, the item_type is one of the following
Code:
:item:weapon:armor
And the price is the price you want it to be available at.If you don't specify a price, then the default is used (based on what you set in the database)

You call it like this

add_shop_good(4, :weapon, 10)This will add weapon 10 at the default price, assigned as good #4.Since this is a script call, you can use any ruby scripting that you want to add goods to the shop.

You can then apply shop options as usual using that "good ID".

Note that the good ID is something that you need to manage yourself because if I randomly generate one for you, then you don't really have a way to specify the shop options.

In development

Currently designing and developing the following features

Shop Callback Functions

"Shop Callbacks" allow you to assign custom logic to a variety of "triggers" that occur in the shop scene. You can assign methods to each trigger and the method will be called when a trigger is fired. A list of triggers include

  • buy an item
  • sell an item
  • leave store without buying or selling anything
Shop HistoryKeeps track of your "shopping activity", which basically allows each shop to keep a history of everything you've bought and sold, how many times you've visited the shop, what you bought or sold in your most recent session, and so on.

My current design has it so that "what you bought or sold in your most recent session" will be cleared out when the shop scene is loaded. This means that you can do the following

-buy something, and then when you exit the shop, have conditional branches check what you bought

-the next time you re-visit the shop, you can have conditional branches check things BEFORE the shop scene loads (since what you bought last session is still saved)

Shop history can be combined with the callback functions to do something like conditional checks depending on what you bought or sold, or preventing a player from selling more than 10 of an item at the same store or something.
 
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Swwonn

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I've got a question about using the condition for the hide/disable options and, straight up, I'm not super comfortable with Ruby/this editor stuff yet but I've picked up enough to get most of the way to my goal.

Basically, I want to include in my "condition" a call to another function within the Game_Interpreter.

Let's call this function "my_Bool_Function?(some_ID)"

So, my lines read like this:

my_cond_Form = "my_Bool_Function?(" + some_ID.to_s() + ")"hide_good(good_id, my_cond_Form)But I get an error thrown that class Shop_GoodItem does not have function my_Bool_Function.

What am I missing and any ideas on how I could fix this?
 

Tsukihime

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I've updated the script so that you can call Game_Interpreter methods directly in your shop good formulas.


See if that helps.
 
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Tsukihime

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Set up a new project with only shop manager and whatever shop scripts you're using along with instance items and see if that event works.


If it doesn't work upload it.
 
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ShopTest.zip <-- this is a bad set up. I was fussing around with some settings. 

You mean like attached in this topic?

ShopTest.zip <-- this is the correct set up. My Apologies on the incorrect set up
 

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Tsukihime

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You can upload it to any filehost and paste the link.


You can also attach it.
 
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mmkay. my test project has been attached. Let me know if it works for you. It still doesn't work for me
 

Tsukihime

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Looks like the gamble shop is causing problems. There are compatibility issues between different kinds of shops given the way they are written (they all share the same buy window instead of having separate ones)
 
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Oh wow. Okay. That's good to know. I had it there for the merchants from Torchlight. I don't really need it though. :) Thanks so much!
 

Zentsuki

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Hi, I'm a bit late to the party but there's a very simple workaround the problem that you can set up one shop per event... You just need more events :)

What I did is...

Shop Keep

Text : What do you want to buy?

>Show choices

>>Weapons : Turn switch "Weapons" on

>>Armor : Turn switch "Armors" on

>>Items : Turn switch "Items" on

Then you need to set up multiple autorun events, like this.

Weapons Shop

(Set to autorun, conditional branch "Weapon switch on")

>Shop processing (All the weapons I want to player to buy)

>Control switch "Weapons" off.

And then I did the same with armor and items.
 

Tsukihime

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Having multiple events definitely would work.

My recommended solution would be to use shop ID's (see the "Managing Shops" section under Usage) which I implemented in response to the one-shop-per-event limitation.

So for example

Code:
Text: "Welcome to Newbie Land!"If Go To Weapons Shop  script call: get_shop("newbie weapon shop")  Call Shop ProcessingElse if Go To Armor Shop  script call: get_shop("newbie armor shop")  Call Shop Processing
This allows you to manage each shop with a unique ID of your own choice, and also allows you to call the same shop from multiple locations (without resorting to calling a common event shop)
 
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Banjo

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I've been using this successfully, but I realised that when I post an update to my game, if I've added items to a shop, the new items won't appear if the player has already visited that shop. This is presumably because once the shop is visited/processed once, it does not run the "Shop Processing" item again, only adding single line code that adds/removes goods?

Is there a way to force a shop with an existing id to "refresh" and re-process its Shop Processing list of initial items? I thought it would perhaps be "refresh_shop(shop_id)" but I can't get that to work without errors.

If anyone at all can help with this, even if the answer is "no", I'd really appreciate it!
 

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