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> Items as currency?
kwanzaabot
post Mar 30 2012, 01:42 AM
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Um, hi everyone. This is kind of complicated, so please bear with me! smile.gif
I'm looking for a script for VX Ace that lets me use items instead of gold as currency- basically, a barter system.

My game is set in a post-apocalyptic world, and people there use ammo instead of money. So conserving ammo in battle is very important- you'll need it to buy things! And since there's lots of different calibres of bullets, I'd like all the different calibres (9mm, 5.56mm, 12.7mm and so on) to be organised under a generic "Ammo" stat that you see in the main menu where it'd normally say "Gold". But, go into the items/equipment menus, and you'd see all the different calibres that each character uses for their respective weapons.

The other thing I'd need is for each merchant to have a type of ammo that they prefer to use (I guess by putting it into the store's inventory), and when you sell items to them, they give you that kind of ammo.

That way, you can conserve ammo by going into melee combat instead, or you can sell to specific merchants in order to gain a type of ammo that nobody in the party uses for their guns.

So... I told you it was complicated!

But would it be possible for someone to write this up?
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Pharonix
post Apr 23 2012, 07:24 PM
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QUOTE (kwanzaabot @ Mar 30 2012, 01:42 AM) *
Um, hi everyone. This is kind of complicated, so please bear with me! smile.gif
I'm looking for a script for VX Ace that lets me use items instead of gold as currency- basically, a barter system.

My game is set in a post-apocalyptic world, and people there use ammo instead of money. So conserving ammo in battle is very important- you'll need it to buy things! And since there's lots of different calibres of bullets, I'd like all the different calibres (9mm, 5.56mm, 12.7mm and so on) to be organised under a generic "Ammo" stat that you see in the main menu where it'd normally say "Gold". But, go into the items/equipment menus, and you'd see all the different calibres that each character uses for their respective weapons.

The other thing I'd need is for each merchant to have a type of ammo that they prefer to use (I guess by putting it into the store's inventory), and when you sell items to them, they give you that kind of ammo.

That way, you can conserve ammo by going into melee combat instead, or you can sell to specific merchants in order to gain a type of ammo that nobody in the party uses for their guns.

So... I told you it was complicated!

But would it be possible for someone to write this up?



This would be possible with events...But it would be a big event and a bulky one. It would basically be set up as an evented creation shop but instead of getting an item for gold and supplied you would reverse the roles and get ammo for ammo
So in a choice menu
It would be like...
Sell ALL 50 cal.
-->then here you would put
variable [50cal_INV] = 50cal in inventory (To get the amount of 50cals in inventory)
variable[newammo] = [50cal_INV] x [50cal_to_8mm_exchange_rate] //How many 8mm is one 50 cal worth?
change item 50 cal - [50cal_INV] (You sold all your 50cals)
change item 8 mm += newammo

//OFCOURSE you would make an input box or whatnot and perform checks to make sure they have that much but in
//This example you are selling ALL 50cal
nothing

EDIT: It is because you have different items as a currency that makes a script a bit more difficult, that is why a synthesis shop - type event is a good choice nonetheless.
If you want to send me your demo so I can try my method out. I'd be glad to help. Not sure how much time I'll have.
Let me know if you figure it out / get the script / or no longer need help.



........um yeah...
Sorry if I don't make sense. I've spent 48 hours since Friday working on my Game myself....




This post has been edited by Pharonix: Apr 23 2012, 07:28 PM


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