I Havent perfected this yet but its a work in progress. You have to narrow the things you deposit to the slightest degree i mean like the name of the item. But with money its easier (this will take a whike to organize) I made it like this you can only deposit 10g, 100g, 1000g and 10,000g. When you click one of the options you lose that amount of money and it tells you on a message how much money is stored, now ow you get it back out is its stored in a variable that knows how much money you have (this is why it takes really long i had to do over 1000 variables and im not done yet) and when you click withdraw it will ask you how much money you will withdraw and then you choose 10g, 100g etc. Tell me what you think and im also having a little problem with this.
Announcement
Collapse
No announcement yet.
TRICK!!!! Bank
Collapse
X
-
Re: TRICK!!!! Bank
The problem is that you can enter money even if you don't have any, correct?
(By the way... there's no reason to have over 1000 variable values being checked; you can simply quantumize (break into distinct levels of values) the amount you can put in or take out. For example, only let the player take out 1, 10, 100, or 1000 at a time... the game will check to make sure you have AT LEAST that amount stored, then give it to you and reduce the variable, if appropriate.)
You can get around the "I have no money but am depositing anyway" trick by using a variable to track Gold, and using that, rather than normal "in-game" gold, to buy stuff, use inns, contribute to your bank account, etc. That's what I'm doing in my game. I don't think there's any other way around it. The good news is that it does NOT mean getting rid of random battles. The bad news is that it requires you to set up a lot more events than you'd otherwise have to.
How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.
"I live and love in God's peculiar light." - Michelangelo
-
Re: TRICK!!!! Bank
Have an item called "Gold Ticket" or something that you can buy for 100G or whatever from an item shop(kind of like a money order), and make it so you cant sell it(cant remember if you have that option or not)
Have a machine or person that you can talk to that gives you a menu for "Hold" or "Cash In", if you select Hold , he'll hold the tickets for you, store that # in a variable. When you want some money just ask him to "Cash In" a Gold Ticket, subtract 1 from your variable and give the player 100G or whatever value it suppose to be.
Doing this you wont even have to worry about tracking money, but you wont know how much money is in the bank either if you dont keep track of it, which applies to real life anywaysLast edited by JPS; 03-30-2007, 02:45 AM.
Comment
-
Re: TRICK!!!! Bank
Correct me if I'm wrong, because if I AM wrong, you've got a damn good idea here.Originally posted by JPS View PostHave a machine or person that you can talk to that gives you a menu for "Hold" or "Cash In", if you select Hold , he'll hold the tickets for you, store that # in a variable. When you want some money just ask him to "Cash In" a Gold Ticket, subtract 1 from your variable and give the player 100G or whatever value it suppose to be.
What you've described should work fine, except that you didn't mention how to ADD to the variable. You'd have to only add to the variable when the player cashes in (or buys) a Gold Ticket. HOWEVER, the only way to make sure they actually possess (or just bought) a Ticket under this system is to make the Ticket a treasure item to check against in an event--and Treasures, to my knowledge, can't be bought from default shops (and even if they could be, you could only hold one Ticket at a time, correct?).
So while it's a neat idea, I don't think it's going to work. The bigger question, to JPS and Grims as well as to myself, would be, why would we WANT a bank that does nothing but hold your money and give it back to you?
How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.
"I live and love in God's peculiar light." - Michelangelo
Comment
-
Re: TRICK!!!! Bank
But all that Wavelength is saying is that the game automatically stores the money for you, so having an in game bank wouldn't be necessary (unless the plot of the game - having thieves attack you every now and again or something- would require it).
Maybe if the bank gave you interest with every passing day or something. I wouldn't want to even think of how to script that.Last edited by Pagerron; 03-30-2007, 06:56 PM." I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus
Comment
-
Re: TRICK!!!! Bank
Maybe nobody remembers this and that's why it hasn't been mentioned yet, so I'll do it! There was an OLD thread in the RM1 workshop like a year ago (prolly more) and the overall goal of the bank was to open a "savings" account that would give you back interest.Originally posted by Pagerron View PostMaybe if the bank gave you interest with every passing day or something. I wouldn't want to even think of how to script that.
The way it worked in RM1 was you deposited 100 gold each time (for ten times) and then you would get 15,000 (or something like that) back out of the bank. Yeah, sure, if you already have 10,000 gold, its an easy way tocheat more money, but for the begining of the game it really helps, as you invairably come to a town where you need to blow a hole in your pocketbook and really don't have the means.
Now, apply the same idea here, and you have a functioning bank! YOu can even have an NPC "give" you a "Gold Ticket" or "Deposit Slip" or "whatever" (and take a little off the top) and then you really only need to keep track of # of tickets held, and if you have the ticket on your party.
Again, it can still be abused for easy cash, or you set up an elaborate trade sytem, so that for the time when it can be utilized it will either be too late to be much good, or just take too much time running around the map to make it worth any real benefit.A God from the Machine - Menander
Comment
-
Re: TRICK!!!! Bank
Youve got a good point....bah!Originally posted by Wavelength View PostSo while it's a neat idea, I don't think it's going to work. The bigger question, to JPS and Grims as well as to myself, would be, why would we WANT a bank that does nothing but hold your money and give it back to you?
I cant remember anything about RM3
I dont know the purpose in having a bank, just would be neat to have one
Like a minotaur
Comment
-
Re: TRICK!!!! Bank
Minotaurs not withstanding, a bank that only "holds" your money is useless (in RM3 as in real life) but a bank with an added purpose does give the game a little more... Sure, it could be a plot driven bank (like for a storyline where you get robbed) or it can serve a purpose (give you interest) but by itself it does really only waste space...A God from the Machine - Menander
Comment
-
Re: TRICK!!!! Bank
I'm gonna be attempting to do something along these lines (a functional bank) in my next game.
You have to purchase your magic spells from mage guilds. The currency used here is collectable gems. Sapphires are used to purchase water spells. Rubies for fire spells. Diamonds for wind spells. Each spell costs a number of gems. Say, 2 sapphires for a healing spell, 4 sapphires for a better healing spell, and so on. This should be easy enough. I've already done custom shop dynamics with collectable items in my first game. Just have the curator of the mage guild tell you how many of each gem you have. Each spell will be represented by a "book on table". Walk up to the table, it tells you what spell it is and checks to see if you can afford it, choose to buy, select who gets the spell, and you lose a number of gems from an appropriate variable. Requires a lot of redundant coding for the person to tell you how many gems you have. "You have 1 sapphire." "You have 2 sapphires." And so on, up to probably 10. If you have more than 10, he'd just say "You have more than 10." Also requires lots of modes and transitioning to fluently access the modes.
The challenge is going to come in the form of three trading posts, each with its own trade rates for gems. "2 rubies equal 1 sapphire, 3 diamonds equal one sapphire." That kinda thing. Again, the trader will have to tell you how many of each gem you have (lots of redundant code), then operate all the possible trades. Lots of modes and transitioning. Not gonna be pretty.
Comment
-
Re: TRICK!!!! Bank
Sounds neat, Cryth. I'm sure you'll be able to code it just fine... the tricky part will be keeping it inside memory constraints. You know, with all the talk about 100 characters, I think MEMORY is probably the worst artificial limitation they put on you.
How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.
"I live and love in God's peculiar light." - Michelangelo
Comment
-
Re: TRICK!!!! Bank
No emeralds...? I would've thought that those would have been good for wind spells.... But it depends on what "color" you associate the Wind element with.
But a bank isn't much good unless something good can come from it. Aside from interest and losing money, you could also have it so that if you deposit a certain amount of gold in the bank, then you get certain items as a reward (like in Animal Crossing).
Comment
-
Re: TRICK!!!! Bank
I associate emeralds with earth-related stuff. There aren't any earth spells in my game, so ... Not yet sure what to do with the emeralds.Originally posted by Dusk Raven View PostNo emeralds...? I would've thought that those would have been good for wind spells.... But it depends on what "color" you associate the Wind element with.
My color/element associations:
Earth - Forest green, brown, earth tones, dark stone gray
Water - Blue, green
Fire - Red, orange, yellow
Wind - Light gray, white
I think the hardest part is going to be the three trading posts. They are going to devour memory. Come to think of it, buying spells and choosing who gets the spell will devour memory as well. I'll see what happens when I eventually start working on it.
Comment





Comment