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> Selling Item Overhaul, Buy Item Add-On uploaded
LordHeinrich
post Jul 3 2010, 06:37 PM
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Posts: 267
Type: Artist
RM Skill: Beginner




Selling Item Overhaul

Version : 3.00 LITE & BUNDLED versions & 1.01 Buy Item Add-On
Author : LordHeinrich
Last Update : 0723/2010

If using My script to change shop prices, you must download the v3 of that script as well

Note: The Buy Item Add-On requires both Sell Item Overhaul and NewShopScene (or ONLY the BUNDLED version)
Note : There is a LITE version with the Default Layout and a BUNDLED version with the new layout.
Note : I cannot add the code anymore, because it is too long for the code box.

Exclusive Script at RPG RPG Revolution

Introduction
The Shop scene in RPG Maker annoys me a lot. The most annoying to me is the selling portion. It annoyed me so much that it made me write my first two scripts :P This one here adds an addition screen when selecting to sell an item. It categorized items by Item, Weapon, and Armor. There is also a Treasure section for misc items. This way you don't have to scroll through tons of items in order to find something that you want to sell. If requested, I can add a <treasure> note tag, but I don't think it's needed.

Features
- Organized Items into four categories : Items, Weapons, Armors and Treasures
- Added lines to hide certain items
** Hides Key Items
** Hides Unsellable Items
** Hides Headings
** Added Treasure Tag
** Added Off Hand Weapon tag
- Can Improve YEM Item Overhaul if wanted
** Adds extra note tags
** Hides Booster Items from Item menu (read instructions)
** Properly sorts off hand weapons
- New Shop Status Window
** Displays more than just Atk and Def
** Compatible with YEM New Battle Stats
** Compatible with Aptitude System in YEM Equipment Overhaul
** Displays either Percent or Set bonus
** Displays lots of useful information about items
- Extra Status Window
** Allows adding of additional information with note tags
** Useful for Equip Skill Scripts
- Separate Charisma Window
** When using charisma system, Charisma uses it's own window
- BUNDLED Version
** Bundled with my NewShopScene script
** NewShopScene creates a new Menu Layout
** Option to disable NewShopScene from within the script
- LITE Version
** Same script except NewShopScene is NOT included
** Can Import NewShopScene which is a separate script

Script
Buy Item Add-On v1.02
http://www.megaupload.com/?d=9X0GME96

LITE v3.06
http://www.megaupload.com/?d=E7YNL9TZ

New Shop Scene v2.05
http://www.megaupload.com/?d=PF8FQHV8

Bundled v3.06
http://www.megaupload.com/?d=JCD9AG6Q


Customization
- Use Note tags to hide items that you do not want to be sold from the shop
*** Read instructions within script on how to use them

Compatibility
- Compatible with default system
- Compatible with my Shop Price Modify script
- Compatible with YEM Item Overhaul
- Compatible with YEM Equipment Overhaul

Screenshot LITE
When Shop processing screen

Choices

Item Screen

Weapon Screen

Armor Screen

Treasure Screen

No treasure or note tags


Screenshot NewShopScene:
Weapon screen using all stats

2010.07.23

Stat Variance when using YEM Equipement Overhaul


Installation
- Install somewhere below materials and above main
- Install below Selling Bonus script if used
- Install below YEM Item Overhaul if used

FAQ


Terms and Conditions
- Free to use
- Please give credit for this one

Credits
The following was taken from YEM Item Overhaul for compatibility purposes
CODE

KEY_ITEM = /<(?:KEY_ITEM|key item|key)>/i
CUSTOM_DATA1 = /<(?:CUSTOM_DATA|custom data)>/i
CUSTOM_DATA2 = /<\/(?:CUSTOM_DATA|custom data)>/i
#==============================================
def yem_cache_baseitem_io
return if @cached_baseitem_io; @cached_baseitem_io = true
@key_item = false
enable_custom_data = false
@custom_data = [] unless self.is_a?(RPG::Skill)
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEM::REGEXP::BASEITEM::KEY_ITEM
@key_item = true
#---
when YEM::REGEXP::BASEITEM::CUSTOM_DATA1
next if self.is_a?(RPG::Skill)
enable_custom_data = true
when YEM::REGEXP::BASEITEM::CUSTOM_DATA2
next if self.is_a?(RPG::Skill)
enable_custom_data = false
when /(\d+),[ ](.*),[ ](.*)/i
next unless enable_custom_data
next if self.is_a?(RPG::Skill)
array = [$1.to_i, $2.to_s, $3.to_s]
@custom_data.push(array)
end
} # end self.note.split
end # yem_cache_baseitem_io


This post has been edited by LordHeinrich: Aug 31 2010, 12:51 AM
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LordHeinrich
post Jul 4 2010, 02:00 PM
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Posts: 267
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RM Skill: Beginner




Updated to v1.10. This adds compatibility with Selling Bonus v2.00.
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LordHeinrich
post Jul 5 2010, 03:11 PM
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Posts: 267
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RM Skill: Beginner




Updated to v2.00!!!

Added TONS of instructions on how to use it.
Removed unnecessary code
Added a treasure tag just in case (can be turned off)
Added ability to Modify (improve upon) YEM Item Overhaul
--- When I say this, I mean that YEM Item Overhaul does not hide stat boosters from the item menu. While this is not bad, using the stat boosters from the Item Menu is a step back from what I think Yanfly originally intended when Making YEM Status Menu Melody. This script can modify Item Overhaul to hide the boosters, but it requires some work on your end.

-First you have to tag all the booster items using one of the "Stat Up" tags.
-Next set them to have the following attributes:
==Scope : One Ally
==Consumable : YES
==Occasion : NEVER

What does this do?
==Boosters, Elemental Affinity, and Status Affinity Items are now ONLY usable in YEM Status Menu Melody
==Aptitude Items are only usable in YEM Equipment Overhaul

Why is this important?
==Without the mod, you can still use all the items and they work, however, you cannot tell what is changing except for HP Bonus and MP Bonus. In the status menu and the Equipment menu you can see all the stat values and the new values as you use the Boost Items.

Don't like this feature?
==This feature is OFF by default. You have to set MODIFY_YEM = true in order for any of this to matter and add the tags to the items.
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LordHeinrich
post Jul 5 2010, 03:33 PM
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I made a slight modification as there was a class with New Battle Stats Script.

v2.00 is now finalized
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LordHeinrich
post Jul 6 2010, 12:49 AM
Post #5


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I made a layout change to the scene. I am calling this v2.25. There is one feature added, and that is that it can modify two additional classes in YEM Item Overhaul. I am not going to take down v2.00 because both are practically identical other than the layout change.

Link for 2.25
http://www.megaupload.com/?d=ZRG77QV7


Screenshot of v2.25:

When entering Sell scene


Selecting Item


Choose how many to sell
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LordHeinrich
post Jul 6 2010, 07:50 PM
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Level 14
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Posts: 267
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RM Skill: Beginner




I decided to make a LITE and BUNDLED version of the script. The only difference between the two is that one comes with NewShopScene within the script, the other does not.

An improvement I made to the bundled version was I added a way to not use the NewShopScene script, so even if you have that version, if later on you decide not to use the new layout, you can remove it.

The differences between v2.00 and 2.25 LITE are that the LITE version has the ability to import NewShopScene, but you have to download the script.

The differences between the old v2.25 and 2.25 BUNDLED is the added ability to choose to go back to the default layout if you choose.

Note, that NewShopScene is ONLY for the LITE version, since the bundled already has it, so do not use that with the Bundled version. Also, NewShopScene should be placed above the Sell Item Overhaul LITE script although I did test it both ways and there were no errors.

If requested, I can make the NewShopScene compatible with the default shop system.
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LordHeinrich
post Jul 10 2010, 06:53 PM
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updated both LITE and BUNDLED version for compatibility with the Party Charisma System of v2.50 of the selling bonus script.

Also, solved potential compatibility issues with Price Discrimination.

Status Menu now always stays open when using the NewShopScene (USE_NEW_MENU option)
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LordHeinrich
post Jul 23 2010, 03:43 PM
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New version coming soon. I added a lot of features and I think it looks a lot better now. I think this will finalize the selling scene as long as it is bug free (testing all the features is a ... ). Note that I have not upload this script yet, so it is currently unavailable just in case someone requests some features.

New Features so far:
**Added Additional Information Window (see pic) (Great for Equipping skills)
**More info in status window
**Compatible with YEM Equip Overhaul, meaning weapons will display stat change or stat percent change
**Compatible with YEM Custom Data tag (see pic)
**Charisma has it's own window when used
**Fixed annoying status not updating when scrolling items issue

Preview:
Preview v3
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Kaimi
post Jul 24 2010, 01:13 AM
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Will it be compatible with YEM New Battle Stats? Either way it looks great!
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LordHeinrich
post Jul 24 2010, 02:25 AM
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Thanks for the comment.

Those are actually the only additional stats I made compatible with the system (due to size limit of window). It will read either the percentage i.e. <res: +10%> or the set i.e. <res: +10>. However, if you use both, it will only read the percentage increase/decrease. Here's a screen of the weapon portion:

Weapon screen using all stats
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LordHeinrich
post Jul 26 2010, 01:18 AM
Post #11


Level 14
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Finished updating this script. This script makes a major overhaul to the layout. A lot of features were added as well including more compatibility with some popular scripts.

A few glitches were corrected. It should be much more compatible now as a standalone script. There are more configuration settings in the script now. Also, make sure that the instructions are read.

A potential "Bug" that some may see is that the stats don't display properly on the status window, however, this would be caused by a different font being used. I added a configuration to change the coordinate settings of the stats would have to be modified.

Also, if you are using YEM New Battle Stats and only use Resistance and NOT Dexterity, the menu will auto adjust, however, the heading for Dexterity will have to manually be changed for resistance.
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KD648
post Jul 28 2010, 06:28 AM
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Totally obnoxious question: is there any way to make the same shop setup when you're buying items as well? I.E. you want to buy a weapon so you switch to the weapons screen and can see all the stats, ect? Or does it already do that and I just set up the script wrong?


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LordHeinrich
post Jul 28 2010, 10:56 AM
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I haven't made any changes to the shop buy yet. I started with the selling portion because the shop buy only has whatever you put into the shop. When you sell items it is annoying when they are not sorted, because you may only want to sell an armor, but to get to it, you would have to filter through potentially hundreds of items.

I am not sure exactly what I want to do for the buy scene just yet. I haven't started on the buy portion yet, so I can take suggestions. For now all I have planned on doing is as follows:

-add Charisma Window
-update Status Window

I will probably start working on the buy scene within a few days
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Paper PokéMaste...
post Jul 28 2010, 11:10 AM
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This looks cool. smile.gif
I might try it out.


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KD648
post Jul 28 2010, 02:51 PM
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That's cool. A status window is the only thing I care about and I'm not in a position to tell you what to do. The other script is GREAT! I'll keep my eye peeled for your buy script! Thanks so much!


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krains123
post Jul 29 2010, 01:48 AM
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this sounds like fallout 3 style shops, is it? In Case You Don't Know, Each Item has a quanity, and a selling price, and the seller has an ammount of money. Once you sell so much then the seller can only give so much. But, you can keep on selling, but wont get anymore money for the item(s). And The Seller regenerates money over time. EX.
Seller Has 100 Gold, You Have A Potion Which sells for 50 Gold, and Corn for 60. You Sell The Potion and You Get +50 Gold, and the Seller -50 Gold. When and if you sell the corn (since the seller only has 50 Gold) you get +50 Gold, and The Seller -50 Gold. You can keep on selling but you don't get anything for it. Then, (maybe) after say 100 steps. The seller gets random money between 100 -500.
Is It Like That?
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LordHeinrich
post Jul 29 2010, 07:18 AM
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RM Skill: Beginner




lol, I never played fallout. That's an interesting system. It makes sense to have something like that, where the seller has a finite amount of gold.

This script is an overhaul of the layout to provide a more efficient way of selling items. It sorts the items you own and gives additional information.

I can try and incorporate something like that into my other shop script which alters item prices and such. I don't know if I have the scripting abilities for that, but no reason not to give it a try. Also gives me a reason to further complicate the other shop script.

if you are interested in what the other script does, here's the link:

http://www.rpgrevolution.com/forums/index....showtopic=42983

I made them compatible with each other, so you can use both, but the other script has to be installed above this one as of the latest version of this script. The order is actually as follows:

ShopModify (I will rename to "PriceModify" in the next release)
NewShopScene (only used for LITE version)
SellItemOverhaul
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LordHeinrich
post Jul 30 2010, 05:18 AM
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Just posted buy Item Add-On. It requires both NewShopScene and Sell Item Overhaul to work properly. If using the BUNDLED version of Sell Item Overhaul, that will suffice.

This is the install order:

Buy Item Add On (if used)
Shop Price Modify
New Shop Scene (Not needed for BUNDLED version)
Sell Item Overhaul

Link is under Buy Item Add-On spoiler
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KD648
post Jul 30 2010, 07:13 AM
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This script add on is awesome! How do you want to be credited?


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LordHeinrich
post Jul 30 2010, 09:04 AM
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Thanks for the comment. Glad it is useful.

You can mention me somewhere in the credits. I would appreciate it.
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