I made an event shop that will sell me three items.(i used the decision branch for this) now i am able to buy items from it even if i dont have the money and i would like to make it that it will stop me if i do not hold efficient amount of money. please help me with this problem if possible.
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made an event shop and need help with it.
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kakorott136Tags: None
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Re: made an event shop and need help with it.
http://www.pavilionboards.com/forum/...ead.php?t=6963
Read trick number 14.
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Re: made an event shop and need help with it.
That's not air tight.
If I know your game has this, here's what I'll do. Let's say your custom-made shop is selling something for 500G. I'll go to a default shop and spend 500G (there's no way you can detect that I spent it). At this point, the variable says that I have 500G more than I really do. I'll go to your custom-made shop and "spend" 500G. I just got 500G worth of stuff for free. And after I do this, the variable still says I have 500G more than I actually have.
Let's say I have 500G left. I can go to a default shop and spend 490G. I have 10G left. Survey says? I have 500G.
Note that this variable will continue to be skewed for the rest of the game, especially if I keep my actual gold amount above zero. I can skew it even further with repeated shopping at default shops. Only way it'll work is if you don't have any default shops at all.
Consider a possible alternative: a trading post. A guy at this trading post offers to trade his items for some sort of treasure item. Obright's "Red Coin Bag" will work great for it. How about a "Pouch Of Rubies" or something along those lines. All you gotta do there is exchange the treasure item for whatever item the guy is trading. Use a variable to track how many "Pouch Of Rubies" we have. Each time you find a "Pouch Of Rubies", increase the variable by 1. When you trade it to the guy at the trading post, decrease the variable by 1.
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Re: made an event shop and need help with it.
there is a way, but it will take some intense programming
first thing first, create a shared variable for money
FOR RANDOM ENCOUNTERS:
Create two items with the same name, one an actual item, the other a treasure. Have monsters drop money (in order to increase the gold # in ur inventory) and the TREASURE version of the item, then on EVERY MAP IN THE GAME with random enounters, create an auto event with the variable WITH TREASURE, set the treasure to the specific treasure dropped by ONE monster, the in in event, it should be:
Increase Variable (money variable)
-----> (amount of gold you got from monster party)
Lose treasure (treasure name)
Obtain Item (item name)
this event will NOT loop, because of the with treasure condition. the reason for the second non-treasure item is that players will see that they got an item, and expect a new item in their inventory, make it whatever you want, healing, hurting, it doesnt matter
FOR OTHERS:
simple! just make it increase the money variable and gold by xxx amount
THE SHOPS:
create a desicion branch, then for each item do this
var. cond. branch: (money) variable
<:
display: sorry, you dont have enough money!
end
>=:
display: thank you, please come again
obtain item: (item)
lose gold: (cost)
decrease shar. var. (money): (cost)
endLast edited by mdawgig; 06-22-2007, 07:57 PM.
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