Zelaron Gaming Forum

Zelaron Gaming Forum (http://zelaron.com/forum/index.php)
-   RPGMaker (http://zelaron.com/forum/forumdisplay.php?f=188)
-   -   Need help making a shopkeeper character! (http://zelaron.com/forum/showthread.php?t=32339)

Draco2003 2004-08-12 11:07 AM

Need help making a shopkeeper character!
 
Not the event where you buy, but make it so your character can own a shop! I want him to be able to collect income on the sales and stuff. Like in Dragon Warrior 4! Thanks! And I also want him to be able to hire a worker who will take over after a while so I can make another shop in another city!

BlueCube 2004-08-12 12:11 PM

I don't know how that works in DW4 (Never played it) so I'm guessing you just want money to trickle in at certain times?

If that's the case, you can just set up a common event like this:

Code:

<>If timer is 0
  <>Add some gold here
  <>Reset timer
:End
<>

Basically, when that character starts the shop, you would set up an invisible timer that just counts down from that point. Every five minutes or so you'd get your "income". Obviously, you can randomize a variable and use that to add your gold, if you wish.

To make it so you have another "trickle", you just check for the presence of another switch, and add gold if he's there.


Code:

<> If timer is 0
<> Comment:  ========Normal Income==========
  <> Add some gold here
  <> Comment:  =========Shopkeeper 2==========
  <> If (xxxx:Shopkeeper2) is TRUE
      <> If (xxxx:Shopkeeper2Active) is TRUE
          <> Add more gold here
          <>
      <> Else
          <> Set (xxxx:Shopkeeper2Active) to TRUE
          <>
      :End
      <>
  :End
  <> Comment:  =========Reset Timer===========
  <> Reset timer
  <>
:End
<>

The code above waits for one cycle to add gold on the second shopkeeper (otherwise, you could gain your extra gold in a matter of seconds, if you time it right). Just say it's for setting up the shop or something.

Draco2003 2004-08-12 12:51 PM

That is like ff7, in Dragon Warrior 4, you play through many chapters. in the first you play the main character etc. etc. In chapter 4, you play a guy who works as a merchant. People come in and sell you weapons and armor and sometimes you get a rare weapon. When a customer comes in, they want to buy something and offer a price. You choose whether to sell it to them or not. Sometimes they offer higher amounts than what its worth and sometimes they want the item really cheap. When you leave there, you get to keep any items that weren't there when the chapter started(like this very strong weapon a knight sells you) as long as you don't sell them. I want the player to be able to build an entire city and name it and everything. That will be the best mini-game/side-quest in the world! Thanks Bluecube!

BlueCube 2004-08-12 02:10 PM

...So, it would just be a sequence where you'd just have a bunch of branches asking for an item for a price?

<> Message: "I want to buy a Potion for 300 GP"
<> Choice: Sell/Don't Sell
...<> Get gold tally
...<> Take away a potion
...<> Blah
:End

<> Message: "I want to buy an Invincible Armor for 100 GP"
<> Choice: Sell/Don't Sell
<> Etc.

Then at the end, just tally what you have and don't have..

Again, I've never actually played the game, so I don't have a clue of what you're looking for.

Draco2003 2004-08-12 04:43 PM

GAH, it's kinda hard to explain.....maybe if you got the rom, for educational purposes of course, you could get to chapter four and check it out. It would take 10 hours at the most. Then you could explain how it was done, and delete the rom and emulator. Please I really need this. Sorry for such a difficult question, but I explained it the best I could.

BlueCube 2004-08-12 06:00 PM

Eh, to go through a game for 10 hours just to see what the shop system is like.. that's really not something I'm going to do at this point. Plus, if the shop system is really complicated (which it probably is if you can't explain it) that's another 10-20 hours of coding/testing/debugging.

I'd say to either spend a LOT of time coding what you want, or use a much simpler version of it. Besides, if anyone's played that game they'll just look at that part and go "Bah, he just took that off of Dragon Warrior :rolleyes:" and not really care about any of the work you put into it.

Draco2003 2004-08-12 10:08 PM

Now that you put it THAT way, I think I will make my own merchant system, but I want to be able to have the player build there own entire city(Mayor's office, armory, weapons shop, items shop, and local houses that residents live in. It would be like a resort town or something, and you'd have to advertise to get more people and expand more.) Thanks for trying though, Blue.

BlueCube 2004-08-13 05:17 AM

That's actually not too hard. You'd just have to set up the houses using Upper Layer tiles within a bunch of events. First page is blank, second page is the house tile (with a switch to activate it, of course). Then, whenever you "buy" that house, it'll appear within town.

The "advertising" would just bring in a set amount of people over time. Say, 3 people, one every 7 minutes for the "advanced" advertising, and 2 people, one every 12 minutes for the cheaper version. You'd have to buy new advertising in various stages of the game, each bringing in certain people. Of course, that's just my idea of an advertising system, but the idea is to trigger those house switches so that everyone has a house to live in.

Draco2003 2004-08-13 05:59 PM

HOLY GUACAMOLE You are a bloody genius!!! thanks and ill give it a try. You have answers to just EVERYTHING(or ways to get around it with the same effect). You are indeed a wealth of knowledge. Peace, until next time.


All times are GMT -6. The time now is 05:40 AM.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
This site is best seen with your eyes open.