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Found 6 results

  1. Hello! Would someone be able to help me out with a compatibility error between Shiggy's Multicurrency Plugin (requested below), and Yanfly's Core Engine (and to some degree Yanfly's Shop Core)? The issue between them is a little odd. With just those two plugins in a project together, there isn't a visible issue, but if you also have Yanfly's Shop Core, then when you attempt to buy or sell an item, the screen that shows you current gold/spending gold/remaining gold instead shows NaN (Not a Number) for the values. The reason that I believe the issue is with Yanfly's Core Engine is because if I only have Shiggy's plugin and Yanfly's Shop Core, this issue does not occur. I hope I explained this all well enough. If you're not sure what I mean by something, definitely feel free to ask. Thank you!
  2. Author: Mr. Trivel Name: Currency Name Created: 2016-03-14 Version: 1.0 What does it do? Allows to change how currency is called midgame. Screenshots: Nope. How to use? Change currency name via simple plugin command: SetCurrency [NAME] Example: SetCurrency Glasses Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  3. I need help to set up an alternate currency shop in my game. I was using a script for this by dbchest, but it seems to conflict entirely with my new menu setup (it's Yanfly's engine with a few minor tweaks), so I was hoping to set it up using either a script or variable based event system. The alternate currency would be Small Medal(s) (item ID #27 in my game database), and they can be obtained from treasures, can be bought with gold, or dropped by monsters, and they can be used to purchase items from certain shops, or at least that was how the original script was going to function. Unfortunately, now that it seems to be broken, I need a way to add Small Medals as an alternate currency for certain shops while still preserving how to acquire them and have them remain an inventory item that the game switches to as the default currency for certain shops like was done in the original script. I'm fine with setting up a variable based event system for trading or trying another script that still allows for the above (I'm trying to do my own version of how Dragon Quest does small medal/mini medal trading), I just need help with how to do this.
  4. Flare Currencies - A better way to manage currencies, v3.0 Darkness Falls, MIT License, Credit must be given to me. free for commercial usage Download: Get The Script, Make sure to name the script: Flare-Currency.js Screenshots: Disclaimer All code is written in ES6 and compiled to ES5, do not edit the distributed script file. Please see the source for making modifications and please read this section on building scripts. This script should work with all or any other scripts that modify the shop in any way. Flare Currency allows you to add up to 5 currencies to your game via the options menu when setting up a script. When a currency is added you can add the following tags in enemy note tags, not troops. <currencyToGain name: "Some Name" amount: x chance: 89> name: The name of the currency, must match that of the currency you set up in the script options. amount: The amount of the currency to reward. chance: Optional. The percentage of which the enemy will drop the currency and its amount. Currencies with out a percentage default to 100%. When you set the percentage you have to set 0-100 as an integer. Currencies can have a variable amount, for example: <currencyToGain name: "Some Name" amount: "1 ~ 34" chance: 89>This means that "Some Name" has a 89% chance to drop between 1 and 34 "coins" Shops Shops are easy to build in Flare Currencies. It's quite amazing too. So how do we make a shop? The first thing to do is to set up some items with the following tag: <currencyShop belongsTo: "Sample Name" andCosts: 76> That should real like english. We are saying this item belongs to a currency shop and a currency of: "Sample Name." We also state that the it costs x of that currency. So lets read it together: For the currency shop this item belongs to sample name and costs 76 of sample name. The next things, for the currency information section is to then do: <currencyShopEvent belongsTo: "currency Name">In a comment for that event. What this does is: As you can see we have an extra line: "There is a currency shop selling this item." This tells the player that hey, there is a currency shop on this map. So now that you went through your weapons, armors and items and added tags to stipulate which items belong to what currencies and how much they cost, how do you open said shop? You create an event: FlareCurrencies.openShop("Sample Name", boolean)You have essentially opened a shop that is either purchase only (the boolean) or allows the user to sell items. Selling items only works for items that belong to that currency shop. Items may have multiple different Currencies but currency shops only take items that belong to the specific currency you specified. You cannot have multi currency based shops. ATTN Developers This shop is designed to be completely backwards compatible with your shop scripts. How ever if there is an issue Please file a bug report. ATTN Users This shop will be blank if the currency doesn't exist or no items have that currency. Additional Information You must keep the name and the description short. If you make them too long then they will go off the window and it will look broken. Amount is not capped, you can have over 9,999 of any currency, but you cannot have any thing less then 0. any negative value that that takes the currency amount below 0 will cause your currency to default to 0. Public API FlareCurrencies.addAmount(currencyName, currencyAmount): Lets you add a specific amount to a currency, either negative or positive. Example:FlareCurrencies.addAmount('Demon Teeth', 56); // Or: FlareCurrencies.addAmount('Demon Teeth', -56); FlareCurrenies.openShop(currencyName, boolean): Lets you open a shop specific to that currency.Example: FlareCurrencies.openShop('Demon Teeth'); // Or: FlareCurrencies.openShop('Demon Teeth', true); // Purchase only FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId): Lets you set an amount positive or negative based on the currency name and the variables value.Example: // variable id 5 has an amount of 650 FlareCurrencies.setAmountBasedOnVariableId('Demon Teeth', 5); // Demon Teeth currency now has a value of 650 Yanfly Victory Aftermath Script To see currencies spit out as "battle spoils" add the following to the option, "victory order": currency. It can come in what ever order you want, how ever it must be present. For example: exp custom drops currencyOnce added, battles will have an additional battle spoils window showing the currencies you gained. Yanfly Menu Manager Script You don't have to do anything. It just works. For Developers I have a special treat for you. You can mess around with currencies in your own scripts via: flareCurrency which is a global object. You can do the following with it: flareCurrency.store(currencies) - This takes an array of objects, an example from the script: [ { name: currency["Currency One Name"], description: currency["Currency One Description"], icon: currency["Currency One Icon Index"], amount: 0 }, { name: currency["Currency Two Name"], description: currency["Currency Two Description"], icon: currency["Currency Two Icon Index"], amount: 0 }, { name: currency["Currency Three Name"], description: currency["Currency Three Description"], icon: currency["Currency Three Icon Index"], amount: 0 }, { name: currency["Currency Four Name"], description: currency["Currency Four Description"], icon: currency["Currency Four Icon Index"], amount: 0 }, { name: currency["Currency Five Name"], description: currency["Currency Five Description"], icon: currency["Currency Five Icon Index"], amount: 0 }, ]; flareCurrency.setStoreFromLoad(store) - Takes an instance of the above example which is gathered from loading a Saved game. flareCurrency.getCurrencyStore() - Gets the above store at its current state. Not Public. This class is not meant to be given to the end user as a public api. It is for developers. End users haveFlareCurrencies as a public class they can access for events. Regarding Enemies: Enemies have some extra keys added to them thats been around since 1.0 of the script. Lets look at them now. - enemyCurrencyRewardData - Contains information about the various currencies this enemy can reward. This is generated on game start. - gainCurrenciesOnBattleWin - Contains name of currency and a boolean of true or false. Both of the above are arrays of objects. FAQ: Somethings broken ... Please take a screen shot of the error. If the console is open take a screen shot of that too. What were you doing before it crashed. What scripts do you currently have active (and their order)? Can you add ... ? Yes I can. Please explain what you want in detail, any additional information such as screen shots, example images and so on.
  5. My topic relates to something I've been thinking about for the past week. The most common way to get money from ANY RPG was to kill enemies. Spiders, demons, zombies, bats, fishs, lions, thieves, <insert enemy>. Each and every enemy in anywhere had at least some currency on them when they breathe their last breath. I find this to be an easy way to import money gain in a game. However, I seen literally countless of Rpgs use this system. Some enemies do fit with gaining money from defeating them thieves, knights, zombies, anything human, basically). Some, however, not so much. (I killed a Wild Cactus Monster Thing that had as much money as my yearly salary) I don't hate this way of gaining money, on contraire. I like getting money this way. But i want a different way to incoporate money gain into Rpgs. I want to try something new, something unique... Here are some alternate ways of getting money I thought up. From remains of battlers (wolf fur, lion fang, knight's armor, etc), you can sell them off to gain money. By working on side missions, you gain money, and maybe even treasures to sell off for more money! By searching the land and dungeons, you sell rare items/minerals/etc and gain money. I guess my main question of this topic is: Will you be comfortable with a new way of getting money, or will you miss the old, hack and slash for cash way? Sorry I typed so much, but go on ahead and express your opinions on this. I want to know!
  6. CSCA Currency System By: Casper Gaming (Casper667) Last Update: March 15, 2013 Latest version: 1.0.3 Introduction Allows you to easily create any number of different currencies. Many customizable options, such as an icon and color for each currency, as well as the max and starting amount of that currency. Because this script heavily modifies the way the default gold is handled, it likely will not be completely compatible with scripts that do anything money related unless they provide a patch for this script. Screenshots Inside the new item: a money pouch for all your currencies! You can also change the current currency in use through the money pouch: The gold window also shows icon and color now: Shops can sell items of all currencies: Or you can force shops to use just 1 currency (values are automatically calculated for the new currency from the items base currency): How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK NOTE! Some CSCA Scripts may not work nicely or at all with this script right now. Updates version 1.0.1 - Added support for CSCA Extra Stats version 1.0.2 - Fixed bug with the gold window not updating currency when called from message window. version 1.0.3 - Added support for CSCA Difficulty System Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
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