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    Supply and demand

    Warning: this has not been tested


    i was thinking (yes i am capable of doing that) and would it be possible to have a variable and, say, for each sword the heroes get make that variable go up? and as the variable goes up the swords are worth less (becuse there are more of them) and thus have a working market?
    this has not been tested but i am almost sure it is possible
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    #2
    Re: Supply and demand

    This probably could work, but not without a LOT of work. You'd need custom shops, and the shopkeepers' event code (especially if you were planning on having multiple items in this "economy, and at multiple prices) would have a TON of nested val cond branches, sometimes probably going 3 or 4 deep, minimum. Oh, and none of those items could be from a random drop. They would have to be tracked, and could come directly from another character, a treasure chest, or an event.

    And if I'm not mistaken, even if you track the number of swords (as per your example), there is no code to change the price of the item itself. That's where the nested val cond branches for the shopkeepers come in. You'd set a base price for the item, assuming there was only one of them on the "market," and this would be the highest price. Every time another sword is uncovered, you'd increase the variable by one. Then, the shopkeepers would need to ask if there's anything you want to buy or sell (decision branch). For each item you buy (as an example), you'd need to make a decision branch. Then, either within that or in another mode, you'd need to do a variable check (0, 1, 2, etc) for how many swords there are. If there are 2 (variable equals 1), then decide on a price for the sword. Subtract from the party's gold the new price. Do the same for each variable value in each val cond branch. For selling, you'd need to do the same thing, but give the party gold instead.

    Oh, also, if you are planning on having the party buy any of these items, you would also need to use that gold-tracking process listed somewhere in this forum. This, of course, would require more variables and val con branches.


    But yeah, I think it could work.
    Last edited by Perversion; 06-17-2010, 09:37 AM.

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      #3
      Re: Supply and demand

      It could use random drops but you'd have to use the Treasure Event workaround (as pioneered by Obright, I believe).

      Aside from that, I think Perversion said it perfectly. There's no reason this couldn't be done, but it would take a staggering amount of scripting to make it work well.

      There's zero chance this would be worth it unless you're making a game along the lines of Rune Factory or Animal Crossing.


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        #4
        Re: Supply and demand

        i just built this thread so that if someone wants to use it they can


        my game might have it but i am not sure if i want to do thatvmuch work

        also i know it would take alot of work

        i love animal crossing
        Didn't you know? The living are just the dead that haven't stopped breathing.

        Check out DoTB! Its OP.

        http://www.pavilionboards.com/forum/...play.php?f=205

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          #5
          Re: Supply and demand

          Dunno why I'm bumping this now, but I used something similar to this in my unreleased Series 3, which was a farming sim. You could buy 4 different types of seeds, which in turn grew 4 different types of vegetables. You could then harvest the vegetables, and sell them to vendors at custom shops. Also, you could buy a fishing pole, and play a fishing minigame, which used a pseudo random number generator to determine the type of fish you caught (based on type of bait, depth of sinkers, and distance from shore). You could then sell these fish (10 types, if I remember correctly) to a different vendor. Possibly had a mechanic to gather mushrooms and a few other plants on the world map as well.


          If I remember correctly, I had a semi-supply and demand thing working, but it was based more on which seeds you chose vs time to harvest vs selling price. All of this, in working but still rudimentary form, used between 1/3 and 1/2 of available memory.


          Oh, also had a mechanic for raising chickens and selling their eggs, but this was not nearly as developed as the harvesting vegetables/catching fish things were.


          Oh, and I too like Animal Crossing.

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            #6
            Re: Supply and demand

            It all sounds very remeniscent of Harvest Moon as well.

            The problem with the swords/market idea is that the entire game would seem to need to be based around this one feature. Like making a merchant who is determined to corner the arms market and open up a shop of his own someday... oh wait: that was Taloon in Dragon Warrior 4 and that was only 1/5 of that game.

            If 1 idea is going to take up 1/2 of the available memory, I think it better be something crazy that would revolutionize RM3 gaming, not just eat up space for a fairly interesting idea.
            Last edited by MagusMartovich; 07-13-2010, 01:49 AM.
            A God from the Machine - Menander

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              #7
              Re: Supply and demand

              I'm a big fan of HM myself (and its spinoff Rune Factory seems pretty good so far too).

              In Panacea I've got parts of an Item Creation system set up in my game--not a matter of fetch X to get Y, but something more similar to Star Ocean 2 & 3 where you develop your item creation skills, get general ingredients like "Mineral Ores" or "Fruits and Vegetables", and then roll the dice as you turn it into priceless treasures or useless trash.

              Not only do the events that run Item Creation take up a fair bit of memory, the other events I need to place around the world to support it take up a bunch too. I don't know what the final numbers will look like but it's probably somewhere upwards of 25% of my total memory, which just seems ridiculous. I am going to run out of memory, but I am also going to refuse to drop most of this.

              That stupid DU restriction has put every good game maker between a rock and a hard place at some point.


              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

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                #8
                Re: Supply and demand

                I did something similar to THAT with RM1 a long time ago in the one and only halfway decent "serious" RPG game I've ever not quite finished making! (A par for the course, no doubt for me )

                I was more inspired by Mega Man Legends (with its fetch X, Y and Z to get A) and Chrono Trigger's Game + (with its keep all your stats and equipment and start over) and I had built into the game itself 5 completely different story paths anyway, so it flowed well reguardless.

                I had it set up, though, that a lot of the enemies (especially bosses and mid bosses and late game things) would drop "junk items" and you could use/redeem select items to generate different items that may/may not have been junk themselves. The idea was that the absolute best equipment and items would be had after 2 or 3 playthroughs, and that the 5th and final story be unlocked after the previous 4.

                The whole scheme was all based on item collection, though. If you sold/dropped any of the junk or just never happend to get any of themain party of 4's best set, you wouldn't unlock the 5th story (with only 2 heroes!) unless you used the cheat that I had built in so I could playtest and make sure that all the different stories ran independantly of one another as far as the switches were concerned.

                I tried to re-implement the idea wen I tried to re-make the gamr with RM3's beauty, but it quickly fell apart, and so began my torrid love affair with RM3...
                A God from the Machine - Menander

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