#===============================================================================# +++ SIMPLE RANDOM SHOP +++#===============================================================================# + Original Script by Fhizban (also known as Malagar)## + Version 1.0# + Updated August 2015# + For RPGMaker VX Ace# + Free for Non-Commercial and Commercial use# + Requires no other scripts#===============================================================================# DESCRIPTION#===============================================================================# This script allows you to use a script call to randomly generate a shop. Add# notetags to items to specify level requirements and rarity values. The shop# inventory will be generated automatically according to the party level and# the notetags provided for items. Shops can sell items of specific types,# subtypes or custom defined families.#===============================================================================# INSTALLATION#===============================================================================# + Put this script after Material but before main.# + Add some of the notetags (described below) to the items in the database.# + Add a new event that represents a shop to your map.# + Add a script call to the event that will generate a random shop (see below).#===============================================================================# DOCUMENTATION#===============================================================================# You are required to setup two different parts to make this script work:# 1) Add Notetags to your items in the database.# 2) Add the script call to your events (chests).# 3) Optionally you can change the configuration below to your taste.## 1) Editing Notetags:# You must specify the following notetags for all ITEMS, WEAPONS and ARMOR that# you want to randomly appear in your events (shops). If any items do not have# these tags, they will just not appear in a random shops at all.## <family: x> # The group or family the item belongs to# # You define these families yourself (1-99)# <rarity: x> # The rarity value (1+ higher is rarer)# <level-min: x> # Min level of player for item to show (1-99)# <level-max: x> # Max level of player for item to show (1-99)## Optional notetag for ARMORS and WEAPONS only:## <lucky: x> # All equipped lucky items of the party are added to# # calculate the total chance to get rarer items.## New Optional notetags for all item types:## <noshop> # Item does never appear in a random shop (requires Simple Random Shop 1.0+)# <noloot> # Item is never found as random loot (requires Simple Random Loot 1.4+)# <nodrop> # Item is never dropped from an enemy (requires Simple Random Drop 1.0+)## 2) Using the script call:# By using this script call, you can randomly populate a shop. Go to your event and add# a new command to it, choose script from the very last command tab and insert the# following line.# # EXAMPLE:## random_shop(0, 1, 10, 50, 1, 1)## SYNTAX:## random_shop(type, rarity_min, rarity_max, price=0, amount=0, subtype=0, family=0)## type # The type of item to be found:# # 0 = All Types, determined randomly# # 1 = Item# # 2 = Armor# # 3 = Weapon# # 4 = One randomly determined Type## rarity_min # Min and Max Rareness determine the item rarity that# rarity_max # the script call will obtain when successful. You can# # state any number that you also use on the notetags# # of your items. Example:# # rarity_min=10, rarity_max=50# # The script call will generate a random number 1-50.# # An item can only be obtained if it has a rarity# # EQUAL or LESS than the generated number.## price # OPTIONAL. This will alter the price of all items in# # the shop by X percent. It is also possible to set# # this to a negative number, lowering the prices.## amount # OPTIONAL. This limites the shop inventory to X items.# # If not set, the default maximum amount limit is used.## subtype # OPTIONAL. This only applies to WEAPONS or ARMOR and# # will be ignored otherwise. Filters the random loot# # to drop only items of the stated type.# # (e.g. 1 = General Armour)## family # OPTIONAL. Family can be any number or 0.# # 0 = drops any item of the stated type/subtype# # x = drops only items of the stated type/subtype that# # share the family.## Using a clever combination of type, subtype and families - you can tailor the random# shop to offer only items of a very specific type. Like only Armors of the Small# Shield type, or just Weapons of the Sword type and so on.#===============================================================================# COMPATABILITY#===============================================================================# + Should be compatible with most other scripts (like YANFLY engine).# + Can be combined with my other scripts to form the complete ITEM SUITE:# + Simple Random Loot# + Simple Random Shop# + Simple Random Drop# + Simple Random Rarities#===============================================================================