Announcement

Collapse
No announcement yet.

I didn't expect this problem, HELP.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    I didn't expect this problem, HELP.

    I had this great idea the other day for my current game in progress, on an island, there's a town, and in the town, there are 6 houses, all locked. The first one being the biggest, and then they get smaller. In one building, you can purchase any one of the houses, like buying property. But I can't get you to have to have enough money to buy anything. The only way to buy something is to put up an item shop. How do I get my character to buy something from choosing an option from a person, because the "Lose Money" effect will take away any amount, but if you don't have the same amount or more, it only goes to zero. I want it to say, "You don't have enough money to purchase the property."
    The final question: what do I have to set up to get a NPC to sell my character a key, which is a treasure item, to get in the house, and reap the spoils for buying it.
    My only other idea is to say the guy holding the keys to the houses for sale lost them, while exploring the world. So now you have to find them as you play. But I would rather you have to purchase the houses.... HOW

    #2
    Re: I didn't expect this problem, HELP.

    It's not possible to buy treasure items?
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

    Comment


      #3
      Re: I didn't expect this problem, HELP.

      It's one of the only things left for me to do, and the only way to accually sell something, is an item, in an item shop, so I tried to get it so you would buy an item key ticket, and exchange it for the key treasure, but NOOOO.
      think harder....

      Comment


        #4
        Re: I didn't expect this problem, HELP.

        I've been racking my brain and I've got nothing. It seems the only answer would be to have a condition branch that dealt with money but that doesn't exist.

        I had a similar problem involving a number of kills. I ended up having to pick a dungeon and create a dropped key item 'Badge' that would automatically be removed by an event so the event would make room for another and increment a variable at the same time. To the best of my knowledge you won't be able to make it a purchase transaction without some kind of "Money >= #" type setup.

        You may want to consider having to do some type of difficult quests that ended in getting the keys. For a bit I thought you could make quests that granted large sums of money and triggered the NPC to sell so it appeared that you would buy it from an NPC, but that would also let the player use that money for other things while at the same time being able to buy the house for nothing.

        Seems I've got nothing... sorry.

        Comment


          #5
          Re: I didn't expect this problem, HELP.

          The greatness of rpg maker 2. I don't believe it is possible.
          I was like a Cloud once!!!!

          Comment


            #6
            Re: I didn't expect this problem, HELP.

            Maybe you can make Key items like "House Title" to be sold at a shop, then you can use the title to the house to own it.

            Comment


              #7
              Re: I didn't expect this problem, HELP.

              That would be the easiest method, but unlike RPGM2, you cannot sell Key Items (Treasure Items) in shops. To make it more difficult you cannot set the house to be un-locked by a regular item, which is the only items the shops can sell. This may be one of those issues that has no good solution.

              Comment


                #8
                Re: I didn't expect this problem, HELP.

                Maybe you could exchange something else for the keys. Like as you go along the quest, you find "gold medallions" in some treasure chests, that not only give you a medallion, but increase a variable. And what key the land owner gives you would depend on how many of those medallions you have.

                Or, as Krop says, go on difficult quests to earn the keys.
                "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                Comment


                  #9
                  Re: I didn't expect this problem, HELP.

                  I'm using a system of "Good Deed" quests that increase a variable that will grant the option to take a quest from a specific NPC after the variable reaches a specific number. This fixes it so not only does the player have to go on a difficult quest to obtain the upgraded armor set but to even be able to take the quest you would have to have done a number of the optional quests along the way. Nothing throughout the game hints that the quests have a hidden reward and I'm considering fixing it so that at a certain point those quests are removed and replaced by even more difficult quests to open the upgrade quest. This may be something you want to consider as well as a way to obtain your house's keys.

                  Comment


                    #10
                    Re: I didn't expect this problem, HELP.

                    Do not give money except for in event battles.

                    Do not use default shops.

                    Set a variable equal to their money. Update it as needed.

                    Problem solved.

                    Huge pain in the ass, but it works!

                    God Luck with it.

                    Peace.
                    Last edited by Rodak; 04-22-2006, 01:10 PM.

                    MOO!




                    Comment


                      #11
                      Re: I didn't expect this problem, HELP.

                      What I would do is make a multiple branching script. I would have an official "land lord" then have other character events(like guards) standing in front of the door to each house. Create seperate multiple branch scripts for them. make it to where you are forced to talk to the house guards before you entre the house. Then I would use variables for entrance. Just an idea, you could go off the quest idea someone mentioned. When you approach the land lord to buy a house he would have to "work" for him to pay of the house, so then he would assign you a quest each time you ask. As you finish the quest for him increase a certain variable by one. For example....

                      He wants you to get him a rare flower before he lets you move into his smallest house. When you finally bring him the flower this will cause variable 1 to increase by 1. The you must talk to the house guard before entering. If variable 1 is less than 1 he will say something like "You are not permitted to move in" if it is 1 or greater he might say " The door is open for you sir" If you are story conscious. The land lord has the guards there because of a searies of break ins. Sorry I was so....uuuh....extensive. but this was the best I could come up with to solve your problem. Hope it helps.

                      Comment


                        #12
                        Re: I didn't expect this problem, HELP.

                        I got into the final stages of the game, and needed to clean things off, and said screw it. I set up something like the key keeper is on a world tour, and lost the keys on the way, so If you find them on your travels, feel free to have the house, and goods inside.

                        Comment

                        Working...
                        X