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Author Topic: New Prices, Same Item  (Read 3303 times)

Offline blaman

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New Prices, Same Item
« on: October 01, 2004, 11:43:05 PM »
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.

Well dose this make ANY SENSE?
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Offline AsakuraHao2004


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« Reply #1 on: October 01, 2004, 11:54:05 PM »
Very simple. Like if you get stuck in a secluded town and are forced to buy the expensive items, or never beat the boss and escape the village. (Because... the town is secluded....)

Yeah.........
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Offline SaiKar

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« Reply #2 on: October 02, 2004, 12:00:40 AM »
Simple enough, though obviously it is not the SAME item. So if you buy the sword in both towns it will not stack but will be two different items, which is incredibly weird.

But if you really want different prices for the same item this is about the best way to do.
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Offline Red Giant

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« Reply #3 on: October 02, 2004, 12:10:21 AM »
Quote
Originally posted by SaiKar
Simple enough, though obviously it is not the SAME item. So if you buy the sword in both towns it will not stack but will be two different items, which is incredibly weird.

But if you really want different prices for the same item this is about the best way to do.

Yah, that's it's prob. If only there was an ingame price changing operation...
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Offline Serano65

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« Reply #4 on: October 02, 2004, 12:42:35 AM »
Well you could always try and make a custom sytem for each shop and have the price very that way, but thats really depending on the amount of work you want to do.
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Offline Rowan

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« Reply #5 on: October 11, 2004, 09:42:26 PM »
YES!! I know this is topic kick, but I just want to reply to this, since I may have found a way to make it work without having the 2 items, same item thingy Saikar said above.


Actually, there MIGHT be a way to have the "same" item. With different prices. Let's begin:

1: Create two different items: "Ring" (Normal Price)
"Ring" (Higher/Lower Price. Let's say higher for the time being.)

2: Place the "Higher Ring" in a call shop event or some sort.

3: Next go to the common events tab. And make a common event called "Same Item, Different Prices" (Or something else.) First input a Variable (Name it whatever you want. I'm going to say the name is XXX fr example.) with operand set on the items button. Then scroll down the box beside it and select the "HIGHER" Ring Item. Then scroll down the box next to it and select Owned#. THen press O.k

4: Input a fork condition in the white box beside it. Click the second tab and select "If item (HIGHER)Ring has it. and press okay. "MAKE SURE THE ELSE CASE IS NOT CHECKED."

5: Make another fork condition in the fork you did a bit ago. and select Variable from the first tab. Click the button next to it (It has 3 dots.) and select the Variable you just made, and press Okay. Set the "Set#" 1 and click "above" in the scroll box below and press OK.

6: Now within the "fork condition that you just did in step 5."  Make another "Add item" command. This time put "ADD ITEM" on the set section. Then in the Add/drop item section select the (NORMAL PRICED!!) Ring. Next, select variable in the operand section, and select the XXX variable that you have made and click OK.

7: Last but not least. Open the event command box and select "add item." Click on the Drop Item button in the "Set" section. then in the Add/drop section click item and then select the (HIGHER) Ring. Next, in the Operand section. Choose the Variable button, then Click the 3 dot button beside it. Select the variable name XXX and press OK, and OK out of the Add item command.

The ENTIRE event should look something like this:

<>Variable Change: [000: XXX] Set, (HIGHER)Ringhld#
<>FORK OPTION: (HIGHER) Ring, Got item
   <>FORK OPTION:Varbl [000: XXX]-1 above
   <> Add/Remove item: (NORMAL) Ring-> V000Incr.
   <> Add/Remove item: (HIGHER) Ring-> V000Decr.
   <>
  :END Case
 :END Case

Basically all it says is that for every (HIGHER) Rings you have Increase your (NORMAL) Rings by that # and decrease your (HIGHER) Rings by that #. This event will ONLY do it if you have a (HIGHER) Ring in you item box. It will switch it for a (NORMAL) Ring. Basically getting rid of the annoying 2 Items, Same Item thingy that shows in the game. Repeat for each item.

I have never done this in my game, nor do I know if this works at all. And to add. I have never seen an RM2K/3 game do it this way also. But I have a strong felling it does. PM me if it REALLY works. Then I'll put it in my game.
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