Charas-Project

Game Creation => Requests => Tutorials => Topic started by: Fisherson on August 24, 2008, 07:58:54 PM

Title: Changing Price tutorail
Post by: Fisherson on August 24, 2008, 07:58:54 PM
I found this tutorial on RM tutorials, who apear to be gone, so I thought i'd share it with you. Once again I didnt write it.


Ok, this is a VERY simple tutorial, but effective.

Let's start:

1.First open your data base and go to the items tab.

2.Create your item, what it dose, and it's origonal price.

EXAMPLE: 0001:Long Sword 450GP

3.Then copy the item and paste it to an empty slot, idealy below the first item.

EXAMPLE: 0001:Long Sword 450GP
0002:Long Sword 450GP


4.Go to your newly created item and edit the price. TADA!

EXAMPLE: 0001:Long Sword 450GP
0002:Long Sword 550GP

5.Create your shop.

EXAMPLE: If you want this to be a kind of shop were long swords are expensive, you would obviosly use the second long sword ao to if you had a shop were long swords are cheap, you would use the second one.


Why this is useful:

You know how certain towns, metal is VERY RARE.
And let's say that you have the sword costing 100 gold.
And every other town, metal is common. The sword still costing 100 gold.



Title: Re: Changing Price tutorail
Post by: Prpl_Mage on August 24, 2008, 08:05:25 PM
The thing about this one is that the items isn't counted as the same.
So buying a sword in "Metal-less town" really expensive and then sell them in "metal-full town" would still give you quite the cash. Wich doesn't make much sense since you could buy 2 new swords in that shop for the same price.

The second problem is that even if you got the cheap "Iron Sword", the shop in the expensive town will claim that you don't have an "Iron sword" since they don't share the same Item ID.

I'd like to see a tutorial where you can actually earn money buying a lot of potions for 45g in one town and selling them for 50 in another one. But that's quite hard, or at least. Not worth people's time.

Good anyway for the people who needs this.
Title: Re: Changing Price tutorail
Post by: Meiscool-2 on August 24, 2008, 09:11:36 PM
The biggest flaw is that you would be able to equipt as many Longswords as there are different prices, as each item will be registered as a different item.

A better idea would be to include prefixes to the weapons, like "Rusty Longsword" or "Quality Longsword" and then change the prices.
Title: Re: Changing Price tutorail
Post by: Fisherson on August 25, 2008, 03:38:33 AM
Hmm, i'll give that a try, Meis , and thanks for the coments Prpl.
I have a good amount of these tutorials including a night and day tutorial that counts up to years.
The question is, should I post them here? They were obtained on RM tutorials too.
Title: Re: Changing Price tutorail
Post by: SaiKar on August 25, 2008, 03:41:28 AM
It would be pretty simple to have a parallel process check to see if you have Longsword (2), and if you do, delete it and give you a Longsword (1). That way all the items would stack.
Title: Re: Changing Price tutorail
Post by: Prpl_Mage on August 25, 2008, 06:06:37 AM
It would be pretty simple to have a parallel process check to see if you have Longsword (2), and if you do, delete it and give you a Longsword (1). That way all the items would stack.

True, but then the selling price would be the same even though you payed 450 for one of the swords and 150 for the other three.
But that was the same thought I had.

But the selling price difference is something that actually would be fun in an rpg. I think Paper mario had it, so you could go to this place and buy "super mushrooms" and then travel across half the world and sell them for 5 more coins that you payed for it.
They were quite expensive though so you better had some cash in your pockets to earn the money.
Title: Re: Changing Price tutorail
Post by: Meiscool-2 on August 25, 2008, 07:44:15 AM
True, but then the selling price would be the same even though you payed 450 for one of the swords and 150 for the other three.

Maybe I'm understanding it wrong, but here's what I think Sai means:
Everytime you enter a town, an event runs that takes all your weapons of select type (example, long sword), then changes it to one type for the purpose of selling. By doing this, everytime you enter a place where you can sell things, it just changes the items to the selling price based on the rarity of the metal in that town. Am I wrong?
Title: Re: Changing Price tutorail
Post by: Egnio on August 25, 2008, 11:23:38 AM
I believe that would work. Although it would need to replace the items once again immediately after you leave the place.
Title: Re: Changing Price tutorail
Post by: Moosetroop11 on August 25, 2008, 11:39:45 AM
Not if you have the price event in every town. You could, if you really wanted to, have a different sword for each town so you could become a bit of a merchant.
Title: Re: Changing Price tutorail
Post by: Prpl_Mage on August 25, 2008, 01:16:56 PM
Maybe I'm understanding it wrong, but here's what I think Sai means:
Everytime you enter a town, an event runs that takes all your weapons of select type (example, long sword), then changes it to one type for the purpose of selling. By doing this, everytime you enter a place where you can sell things, it just changes the items to the selling price based on the rarity of the metal in that town. Am I wrong?

If that is Sai's suggestion then I'm gonna excuse myself for the reply it got.

But it works.
Having "common event"-ish thingy play at the merchant before the buy/sell window pops out would work a bit better though:
________________
So let's say you got Sir.Doddball, a merchant who likes gems. who sells gem at outrageous prices but his weapons are cheap.

Then you got Mar'chunt a warrior who collects swords and guns.

Now if Sir.Doddball had an event before the Open shop window" wich replaces all your gems with an expensive version and then reduces the price of all weapons. It would work.

The same if you go to Mar'chunt, the event exchanges all your weapons for the expensive versions and then reduces the price of everything else by replacing them with a cheap version.
---------------
Excellent thinking, But this would require 3 copies of the same item. One cheap, normal price and expensive.
But on the other hand, it would really be all that is needed for the merchant-life to work.
Title: Re: Changing Price tutorail
Post by: Egnio on August 28, 2008, 03:22:01 AM
I'd say, bigger prices for farther towns though, since one that has enough money could start buying a ton and then sell them to neighbor towns, then rinse and repeat, although that'd mean making more items and more events.
Title: Re: Changing Price tutorail
Post by: Meiscool-2 on August 28, 2008, 11:21:53 AM
It would work in a game like Fable, but not in your traditional rpg. Things like these tend to be 'game breakers'.
Title: Re: Changing Price tutorail
Post by: Egnio on August 28, 2008, 11:36:40 AM
It would work in a game like Fable, but not in your traditional rpg. Things like these tend to be 'game breakers'.

Even in Fable it's exploitable. With a few diamonds, you can make a fortune buying and selling them all in the same frikkin' shop

I'd say, it should not exactly be weapons or the like that change their price. Probably resources, like ore and the like, which can only be gotten in certain places from time to time (think of Pokemon's berries) or that can be gotten rearely by defeating enemies, then selling them somewhere at different prices, depending on the needs of the place.

By the way, I don't see why a place would sell rusty swords in the first place, unless it's a bazaar, so if it's going to be like that, take it in consideration.
Title: Re: Changing Price tutorail
Post by: Meiscool-2 on August 28, 2008, 11:45:59 AM
Even in Fable it's exploitable. With a few diamonds, you can make a fortune buying and selling them all in the same frikkin' shop

By the time you're skilled enough to do that you should already be pretty far in the game, or high level via grinding, so I really don't consider it a game breaker.
Title: Re: Changing Price tutorail
Post by: Prpl_Mage on August 28, 2008, 03:33:28 PM
I was thinking more like. Certain shops buy certain items for a high price. And by high price I don't mean like:
(cheap) Pearl: 100g
Pearl: 500g
(expensive) Pearl: 1500g
I meant something more like a 5-50g profit.

But yes, the distance between the shops(of cheap and expensive) should be rather far, not in the same town or soemthing. Being a traveling merchant isn't an easy job anyway. And I guess that you'd have to pay some people at the pub for some information about what certain merchants might like.

Anyway, this would work even better with a limited inventory, that way you wouldn't be able to stock up on 99 pearls and earn a hella' lot of cash.
Title: Re: Changing Price tutorail
Post by: Egnio on August 29, 2008, 12:50:42 AM
By the time you're skilled enough to do that you should already be pretty far in the game, or high level via grinding, so I really don't consider it a game breaker.

Dunno you, but I made it quite recently in the game when I first heard it was possible.

Hell if I used so much money anyways. I only used it to buy magic potions.