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Yet another Question... Store system

 
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gagekilmer
Ninja... nuff said




Joined: 09 Jan 2013
Posts: 53

PostPosted: Thu Feb 21, 2013 8:15 am    Post subject: Yet another Question... Store system Reply with quote

so for my game the store and attack system are linked pretty closely. after defeating an enemy or opening a chest you can find a scroll fragment. different fragments have different properties and you bring them to the store and trade them in for a scroll teaching you a move with the same properties.
ex. Torn Scroll Fragment: Fire + Torn Scroll Fragment: Affect HP + Torn Scroll Fragment: Multi-Attack = Scroll that teaches Fire Style: Multi-Fireball Jutsu.
Right now I am using the stores built in trade in system. but it comes out as looking like to buy scroll you need a fragment and a fragment and a fragment. If you think for a second you can figure it out, but it looks overly complicated and can cause people to buy the wrong item. To cut down on the confusion I used a menu to divide the stores based on which character but it is still overwhelming.

I had a side thought about requiring the player to have in their inventory a "recipe" that says which fragments to mix to get which attacks but How do I make a requirement for them to have an item, but have it not used when the item is bought. that would certainly make the process easier, even if it wont be completely fixed.

Thanks for your time and responses
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Feb 22, 2013 5:06 am    Post subject: Reply with quote

That's actually very easy: In the shop item editor, set the item to require a tag to be bought, and then make the recipe set the tag on when "in inventory". Note that if a required tag for a shop item isn't set, then it won't be visible at all.

Why can't you give the different scroll fragments different names? You could also add icons to the font and use those in the names to save room.

It's also possible to create a shop using customisable menus and scripts. Unfortunately a menu item can only depend on 2 tags, not 3 or 4 as you would need, so it's a bit more complex. But most you could still do it using one generic script, creating your shops entirely in the menu editor. Sometime I ought to put that together with an example game and create an article on the wiki.
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gagekilmer
Ninja... nuff said




Joined: 09 Jan 2013
Posts: 53

PostPosted: Fri Feb 22, 2013 4:35 pm    Post subject: Reply with quote

Thanks for the help with the recipe system, I couldn't fit the whole name into the item name field and just putting fire or affect health, seemed like it would get confusing and wouldn't always fit either. It never occurred to me to use a universal picture for fragments (which is ingenious) so for that I thank you
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