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DEMO: http://dl.dropbox.com/u/5536575/Custom%20Shop%20Tutorial.exe
This tutorial aims to teach you how to make a nice custom shop layout for your game. Instead of going through that drab typical RPG shop menu, you can check out each item and get a custom description.
Basically, with this kind of layout:
Each of those events is something you can buy. The shopkeeper is just there for conversation.
When you use the action button on an event, you get to see the stats and description of the item, then you get to decide how many to purchase, and then you get the final price and a choice of if you want to finalize the purchase. It's quite simple really.
You can use this shop layout to allow the purchasing of equipment, consumables, and even spells!
Lets start with the variables you'll need:
1. Variables
You'll need 8 Variables for this:
Items on Hand
Price
Quantity
Total
Name
Icon #
99 Checker
+ Any Temporary Variable
(All games should have two of these)
4 of the variables help us easily copy and paste each event so that we just have to make very minor edits to change it.
Price
Items on Hand
Name
Icon #
The other 4 do fancy system work to ensure everything is done smoothly.
2. How to Copy-Paste
The Common Event:
This is an example of Leather Cap armor we can buy and the common event.
In the Leather Cap example the first 4 variables are what we need to change for each copy-paste we do.
Alright, now that you can see the pictures and how the events are done, it's time to calibrate them for your game. After you do this you won't have to touch it again, minus the parts for copy-paste in section 2.
First create your brand new events with everything I've shown in the picture, including the check boxes. (Or collect them off the demo)
When you make this, you might be using different variable #'s then I am for my suggested variables. It's important that you correctly plug in the right numbers for each variable in the right places.
This includes in the messages. You'll see a lot of messages have \v[##] like \v[98]. These point to the variables we made for this system. It's important you make sure they point to the right number! I'll list them off for you:
\v[100] Items on Hand
\v[99] Price
\v[98] Quantity
\v[97] Total
\v[96] Name
\v[95] Icon #
\v[94] 99 Checker
So just remember what number here is the new variable number in your game, and change them accordingly in the message boxes and down the event list.
\v[100] ==> \v[3] if variable 3 is your Items on Hand.
Don't forget your Temp Variable too!
4. How it Works
It starts by getting brand new values for our text to show. These are the 4 variables that are part of setup.
It then shows a money window, the price, and the name of our item we're selling with an icon next to it. It follows up with your own custom description of the item and the stats it provides or effect it does.
It jumps into the Common Event after this:
Then it asks us how many we want to buy, letting us input a number.
It tells us the total price and amount we're buying after we've done this, and if we want to make the purchase.
If we're going over the 99 item limit, it tells us and doesn't let us buy.
If we don't have the funds to buy the item, we can't buy, and it tells us.
It then leaves the Common Event:
If we can afford it and fit it in our inventory it takes our gold and gives us the item(s) purchased.
5. Templates for Item Descriptions:
These are example templates I've used for various items. They work with the default Window colors.
Let me start with the base message you'll use so you can just copy-paste this into your text box when making the system for the first time:
\$\c[4]\i[\v[95]]\v[96]:\c[0] \v[99]\g \> \v[100]/99
"Someone melted their bed frame to make this."
\c[8]Heavy Armor\c[0]
\c[24]DEF:\c[0] 4 \c[24]AGI:\c[0] 1 \c[24]LUK:\c[0] 1 \c[24]ASPD:\c[0] 1
\$\v[98] \c[4]\i[\v[95]]\v[96](s)\c[0] will cost \v[97]\g.
Remember, you never have to edit the first line of the text box that shows item descriptions when copy-pasting.
This is what I've used for a robe:
"Close it tightly to avoid wardrobe malfunction."
\c[8]Light Armor\c[0]
\c[24]DEF:\c[0] 4 \c[24]MDEF:\c[0] 2 \c[24]MAT:\c[0] 2
I've used this for a Spear:
"Putting knives on a stick seemed smart to someone."
\c[8]Spear\c[0]
\c[24]ATK:\c[0] 12 \c[10]EVADE\c[0]:-2% \c[10]HIT %\c[0]:-5% \c[10]AGI\c[0]-2
I've used this for a Red Health Potion:
"It looks like blood, but I swear it's not!"
Restores 175 \c[10]HP\c[0] to a party member when used.
\c[11]Medicine.
Here is the iconset I'm using:

And here is the charsets I've converted the icons into:






Art is credited to:
http://ails.deviantart.com/
NOTE:
If someone could make or provide a charset layout for the icons in RMVX Ace RTP that'd be a huge help to anyone using this tutorial!
This tutorial aims to teach you how to make a nice custom shop layout for your game. Instead of going through that drab typical RPG shop menu, you can check out each item and get a custom description.
Basically, with this kind of layout:




Each of those events is something you can buy. The shopkeeper is just there for conversation.
When you use the action button on an event, you get to see the stats and description of the item, then you get to decide how many to purchase, and then you get the final price and a choice of if you want to finalize the purchase. It's quite simple really.
You can use this shop layout to allow the purchasing of equipment, consumables, and even spells!
Lets start with the variables you'll need:
1. Variables
You'll need 8 Variables for this:
Items on Hand
Price
Quantity
Total
Name
Icon #
99 Checker
+ Any Temporary Variable
(All games should have two of these)
4 of the variables help us easily copy and paste each event so that we just have to make very minor edits to change it.
Price
Items on Hand
Name
Icon #
The other 4 do fancy system work to ensure everything is done smoothly.
2. How to Copy-Paste

The Common Event:

This is an example of Leather Cap armor we can buy and the common event.
In the Leather Cap example the first 4 variables are what we need to change for each copy-paste we do.
- Make sure the price is the right price for the item
- Make sure Items on Hand points to the correct item in the database we're buying
- You name it what you want to name it
- You give it the right Icon index number from the icon list.
- The item description, which is the last 3 lines in the first "Text:" display. These are the description and stats for the item. I've made mine fancy and will provide my templates for items and weapons for you!
- You'll see towards the bottom "Change Armor: [Leather Mail] + Variable [n: Quantity]" Make sure you set this to the right item we're buying.
- Make sure you set the right graphic for the event that you want.
Alright, now that you can see the pictures and how the events are done, it's time to calibrate them for your game. After you do this you won't have to touch it again, minus the parts for copy-paste in section 2.
First create your brand new events with everything I've shown in the picture, including the check boxes. (Or collect them off the demo)
When you make this, you might be using different variable #'s then I am for my suggested variables. It's important that you correctly plug in the right numbers for each variable in the right places.
This includes in the messages. You'll see a lot of messages have \v[##] like \v[98]. These point to the variables we made for this system. It's important you make sure they point to the right number! I'll list them off for you:
\v[100] Items on Hand
\v[99] Price
\v[98] Quantity
\v[97] Total
\v[96] Name
\v[95] Icon #
\v[94] 99 Checker
So just remember what number here is the new variable number in your game, and change them accordingly in the message boxes and down the event list.
\v[100] ==> \v[3] if variable 3 is your Items on Hand.
Don't forget your Temp Variable too!
4. How it Works
It starts by getting brand new values for our text to show. These are the 4 variables that are part of setup.
It then shows a money window, the price, and the name of our item we're selling with an icon next to it. It follows up with your own custom description of the item and the stats it provides or effect it does.
It jumps into the Common Event after this:
Then it asks us how many we want to buy, letting us input a number.
It tells us the total price and amount we're buying after we've done this, and if we want to make the purchase.
If we're going over the 99 item limit, it tells us and doesn't let us buy.
If we don't have the funds to buy the item, we can't buy, and it tells us.
It then leaves the Common Event:
If we can afford it and fit it in our inventory it takes our gold and gives us the item(s) purchased.
5. Templates for Item Descriptions:
These are example templates I've used for various items. They work with the default Window colors.
Let me start with the base message you'll use so you can just copy-paste this into your text box when making the system for the first time:
\$\c[4]\i[\v[95]]\v[96]:\c[0] \v[99]\g \> \v[100]/99
"Someone melted their bed frame to make this."
\c[8]Heavy Armor\c[0]
\c[24]DEF:\c[0] 4 \c[24]AGI:\c[0] 1 \c[24]LUK:\c[0] 1 \c[24]ASPD:\c[0] 1
\$\v[98] \c[4]\i[\v[95]]\v[96](s)\c[0] will cost \v[97]\g.
Remember, you never have to edit the first line of the text box that shows item descriptions when copy-pasting.
This is what I've used for a robe:
"Close it tightly to avoid wardrobe malfunction."
\c[8]Light Armor\c[0]
\c[24]DEF:\c[0] 4 \c[24]MDEF:\c[0] 2 \c[24]MAT:\c[0] 2
I've used this for a Spear:
"Putting knives on a stick seemed smart to someone."
\c[8]Spear\c[0]
\c[24]ATK:\c[0] 12 \c[10]EVADE\c[0]:-2% \c[10]HIT %\c[0]:-5% \c[10]AGI\c[0]-2
I've used this for a Red Health Potion:
"It looks like blood, but I swear it's not!"
Restores 175 \c[10]HP\c[0] to a party member when used.
\c[11]Medicine.
Here is the iconset I'm using:

And here is the charsets I've converted the icons into:






Art is credited to:
http://ails.deviantart.com/
NOTE:
If someone could make or provide a charset layout for the icons in RMVX Ace RTP that'd be a huge help to anyone using this tutorial!
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